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UPDATE 1.8: RESISTANCE - PATCH NOTES
12.04.2017 12:00PM
New feature: West Side Pier
West Side Pier is a completely new area accessible for all agents where two new game modes take place: ‘Resistance’ and ‘Skirmish’. In the zones, the enemy factions are teaming up to take the fight to the Division agents.
The West Side Pier map stretches over two named zones: Piers North and Piers South.
A new safe house will be available named Camp Clinton. Camp Clinton will act as a new social hub, similar to the Terminal, for Update 1.8.
West Side Pier features a new dynamic spawning system for enemies, new special assignments, and daily assignments.
West Side Pier Commendations have been added.
New feature: Skirmish
In Skirmish, two teams of four agents compete against each other to get the highest number of kills before the timer expires. Teams earn points each time a downed enemy agent is eliminated.
Agents can start a Skirmish session from the Last Stand matchmaking gate in the Base of Operations or Camp Clinton.
PvP rank (previously called Last Stand rank) cap has been increased from 40 to 99. Last Stand and Skirmish both contribute to this progression.
New PvP rank rewards have been added, including Classified Caches.
Skirmish Commendations have been added.
New feature: Rogue 2.0
The Rogue system in the Dark Zone has been overhauled for Update 1.8.
To go Rogue, the agent needs to toggle their Rogue status before being able to do any damage to friendly agents. Any member of their group can choose to also go Rogue or to leave the group.
Manhunt levels and objectives have been added. Agents reaching Manhunt status will now have an objective to interact with, which will reward Manhunt Caches. Non-Rogue agents will see the general area of the Manhunt objective and will be rewarded for stopping the Manhunt agents.
New feature: Optimization Station
Gear Optimization provides an all new way for agents to invest in their favorite gear and achieve the perfect min-maxed build for their playstyle. Agents can take any of their gear to the new Gear Optimization station and spend Division Tech and Credits to improve the quality of the item’s stats towards their cap.
New feature: Resistance
The update introduces a new PvE game mode called ‘Resistance’ where factions are teaming up for the first time to fight against Division agents. Enemy NPCs continuously spawn in waves as the agents try to survive for as long as they can.
This new PvE game mode takes place in three arenas in West Side Pier.
Agents can start an event from the map or by walking to the arena locations located in West Side Pier and initializing the event from there.
Resistance Commendations have been added.
New feature: Underground changes
The old Directives have been removed and replaced by new ones that bring new gameplay options.
Electro Tech – New electro-tech gives the player vastly reduced cool-down on skills, however a side effect of this experimental technology causes disruption to other electrical systems while a skill is activate.
Adrenal Healing –Agents are granted a constant adrenaline boost, restoring their health, however the extra intake means less frequent use is available for all healing abilities.
Kinetic Armor – Experimental new gear that increases Agents armor as they increase their movement speed. Armor protection is significantly reduced when static.
Compensator – Experimental tech that gives all weapons extra stability when firing down the sights; however due to weight of this tech Agents have decreased ammo capacity.
Shock Ammo - Specially designed magazines allow for permanent shock bullets, but with constant fire this can cause it to be unusable for a short time and potentially shock the Agent.
The Underground will now have checkpoints.
Hunters have been added to the Underground as a random spawn. When they show up, there will always be one more Hunter than there are agents present. Slain Hunters have a chance of dropping Exotics and Classified Gear Sets.
The Rave Room from the End is NY mission has been added to the room rotation.
New Directives panel added to the Tactical Operations Center.
New quick launch options in the Tactical Operations Center for Daily and 3 Phase 5 Directive Operations.
Underground Daily Operations and Weekly Assignment information added to the map.
The Underground has been given weekly assignments, and will reward a Weekly Cache which contains an Exotic.
Rewards have been increased overall in the Underground.
New Underground Commendations have been added.
New Patches have been added as commendation rewards.
Added ability to fast travel to Daily Operations.
Players are now able to match-make for customized operations and for daily operations.
New Classified Gear:
The new Classified Gear Sets which will become available in upcoming Global Events are:
Global Event 3 ‘Strike’:
Path of the Nomad
D3-FNC
Predator’s Mark
Banshee’s Shadow
Global Event 4 ‘Ambush’:
AlphaBridge
FireCrest
Hunter’s Faith
Tactician’s Authority.
AlphaBridge
Set Bonus (5 pieces):
+25% Health Regen
+10% Weapon Damage
Set Bonus (6 pieces):
Talent: Improved AlphaBridge
Inactive personal versions of all Signature Skills are rotating every 6 seconds and can be activated by killing enemy agents or Veteran/Elite NPCs. The Signature Skills that is up on rotation when an enemy is killed is activated for 10 seconds when all Primary Stats are balanced between each other. These times are shortened depending on the difference in the ranges of your Primary Attributes. You can no longer activate Signature Skills or be affected by Ally Signature Skills.
Banshee’s Shadow
Set Bonus (5 pieces):
+20% Looted Dark Zone Funds.
+5% damage to target out of cover.
Set Bonus (6 pieces):
Talent: Improved Banshee:
While Rogue, the time to clear Manhunt status is decreased by 5% for every group member within 10 meters. All Rogue status actions that result in a rank up are doubled. Rewards for clearing Manhunt status are improved. While not Rogue, damage to Manhunt status agents is increased by 5% for each Manhunt level the agent has. Rewards for killing a Manhunt status agent are improved.
D3-FNC
Set Bonus (5 pieces):
+15% Protection from Elites
+5% Ballistic Shield damage resilience
Set Bonus (6 pieces):
Talent: Improved FrontLine
When Ballistic Shield is deployed, melee damage is increased by 2000% and all overhealing the agent receives is applied to the Ballistic Shield as healing. After receiving a damage threshold from receiving Physical or Exotic damage, the Ballistic Shield grants a buff to the agent and all group members within 15 meters for 6 seconds. The duration of the buff is increased by 2 seconds for every 3000 Stamina the agent has.
Physical Damage: Armor is increased by 30%.
Exotic Damage: Weapon Damage is increased by 30%.
FireCrest
Set Bonus (5 pieces):
+1 Incendiary Grenade Capacity
+5% Flame Turret Range
+20% Flame Turret Damage
Set Bonus (6 pieces):
Talent: Improved FireCrest
Bullets have a 2% chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed by bullets once every 10 seconds. NPCs set on fire by your flame turret will burn 25% longer for every 2000 Electronics.
Hunter’s Faith
Set Bonus (5 pieces):
+20% Optimal Range
+10% Headshot Damage
Set Bonus (6 pieces):
Talent: Hunter’s Precision
Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage.
Path of the Nomad
Set Bonus (5 pieces):
+10% Health on Kill
Talent: Improved Nomad’s Resolve
Increases the amount of healing from Nomad’s Resolve. Nomad’s Resolve will now overheal.
Set Bonus (6 pieces):
Talent: Nomad’s Luck
50% chance to have no cooldown for Path of the Nomad. Take 60% less damage for 10 seconds after Path of the Nomad is triggered.
Predator’s Mark
Set Bonus (5 pieces):
+10% Reload Speed
+8% Assault Rifle Damage
+8% SMG Damage
Set Bonus (6 pieces):
Talent: Improved Predator’s Mark
Hitting 10 shots without switching targets now applies The Predator’s Mark which makes the target bleed for 50% of the damage already done by those bullets; The Predator’s Mark ignores the targets Bleed Resistance. The Damage over time to the target is increased by 15% for every 3000 Stamina and can critically hit the target. When at 9000 Stamina the damage over time bonus is increased by an additional 120%
Tactician’s Authority
Set Bonus (5 pieces):
+5% Skill Haste
+5% Skill Power
Set Bonus (6 pieces):
Talent: Improved Tactician’s Authority
Using a skill while at the max bonus will reset the skill power buff but will raise the cap to 60%. Using a different skill at 60% has a 40% chance to set the buff power back to 30% while keeping the cap at 60%. This chance is increased by 20% for every 3000 Electronics.
New Exotic Weapons:
Four new Exotic weapons have been added to the game.
The House (Submachine Gun)
Special Talent: Card Counter
One half of the magazine does 20% increased damage. The half which deals increased damage flips after 15 seconds or when the magazine is empty.
Big Alejandro (Light Machine Gun)
Special Talent: Cover Shooter
Every bullet fired at an enemy from cover increases weapon damage by 0.5% up to 50%. The bonus lasts for 10 seconds. Getting a kill with this weapon while in cover resets the duration. The bonus damage is cancelled by reloading, swapping weapons, or exiting combat.
Devil (Marksman Rifle)
Special Talent: Fire
Headshots increase stability by 30% for 15 seconds. Body shots increase headshot damage by 30% for 15 seconds.
Set Bonus talent used together with Heel: The Devil’s Heel
Both weapons gain the Fire and Fury talents and the buff durations are increased by 15 seconds. Bonuses from Fire and Fury are no longer lost when swapping between Fire and Fury. Weapon swap speed is increased by 50%.
Heel (Marksman Rifle)
Special Talent: Fury
Hitting weak points increase weapon damage by 15% for 15 seconds. Hitting skill proxies increase critical hit damage by 30% for 15 seconds.
Set Bonus Talent used together with Devil: The Devil’s Heel. See above.
New additions to the Premium Vendor
Players can now obtain all new vanity items and collections by unlocking the Encrypted Cache Mark 2.
The Premium Vendor NPC can now be found in Camp Clinton, as well as the Terminal.
Gameplay
Adjusted PvP modifier to balance TTK with the new stamina improvements.
Increased health point gain per stamina point to 30 (was 15).
Increased grenade cooldown to 6 seconds (was 3).
Critical Hit Chance is reduced by 50% when hip firing.
Removed reticle when hip firing.
Replaced all instances of the + Weapon Damage gear statistic with % Weapon Damage. This results in more consistent benefits for all weapons regardless of RPM.
Fixed an issue where a grenade could become invisible if thrown exactly when going into a downed state.
Deconstructing High End gear, High End weapons, Gear Set items, Classified Gear Sets, Exotic armor and weapons now has a chance to reward D-Tech.
The turn speed for all agents has been increased slightly.
Issues with the Hunter’s Faith 4-piece bonus damage not reaching higher amounts of stacks with high RPM weapons have been fixed.
The Tactician’s Authority bonus will now proc for all damage dealt, including damage dealt by friendly turrets at a reduced rate.
Fixed a bug where agents could fire faster than intended with any Bolt Action rifle.
Fixed an issue where an agent would not receive a cache after completing an assignment if their inventory was full.
Agents can now vote to kick group members. This functionality becomes available when a group has 3 or 4 members. When an agent joins a group via matchmaking that agent will be immune from being kicked out of the group for 3 minutes. Also, an agent whom joins a group via matchmaking can only be removed from the group if the agent is kicked by vote.
UI
Added rarity colors to the inventory’s Appearance menu so that it matches the behavior in the rest of the UI.
Fixed a UI bug where a .0 would be added to Firearms and DPS stats on weapons.
Fixed several UI issues where text would overlap in certain languages.
Fixed a UI issue where the HUD would still appear when in the Dark Zone even though the Auto-Hide option was turned on.
Fixed a UI bug where it would seem as if an agent had the Fire Bullets consumable active even though it was not active. This issue would only appear if the consumable was used shortly before the agent entered the downed state.
Fixed an issue where Smart Cover would overlap with the megamap.
Weapon balance
Exotic weapons
Warlord, Caduceus, Historian, Tenebrae, Damascus, Golden Rhino, Midas, Hungry Hog, Showstopper, Thompson M1928, and the Tommy Gun have had their damage slightly increased.
Pakhan has had its damage slightly reduced and its spread decreased.
The Medved has had its range increased and its spread slightly decreased.
Weapons
The damage of high RPM weapons have been decreased.
The M4, MP5, and MP7 have had their damage decreased.
Talents
Adrenaline will now give the user a 2 second immunity to all status effects.
Adept will now give a single stack of its buff which is refreshed if another skill is used while it’s active. It will no longer stack multiple times.
Fixed instances where Rapid would stop working.
Fixed an issue where Battle Buddy would apply twice to an agent after they’ve been revived by a Support Station.
Fixed an issue where the Pakhan would lose its stacks upon switching weapons with the Lone Star 4 piece bonus active.
Skills
Support Station
Fixed a bug where the Support Station skill would still remain on the ground and the skill become unavailable when the agent using the skill move more than 100 meters away from it.
Fixed an issue where the Support Station buffs would stay even if the station was disrupted.
Fixed an issue where the Support Station healing rate would be inconsistent.
Turret
The PvP modifier for all turrets have been decreased to 35%.
Sticky Bomb
Removed Sticky Bomb detonation delay (was 1.2 seconds).
First Aid
Removed ability to activate First Aid while firing.
Survivor Link
Updated the Survivor Link tooltip to clarify that the agent’s group members are the ones that receive the emergency health boost.
Recovery Link
The Recovery Link auto revive will now deplete the Tactician’s Authority bonus.
Pulse
Agents will now be able to use Pulse when the cooldown is over even if the skill is already active.
Commendations / Patches
The Pacifist commendation will no longer be rewarded after a completed PvE Survival session.
Fixed an issue where the Outbreak shirt and the Cave Dweller patch would not blend well if the agent had the Banshee or Baseball jacket equipped.
Fixed an issue where Commendations with conditions as well as a patch reward would sometimes display incorrectly.
Fixed an issue where patches would cause flickering if wearing the Padded Cardigan – Black shirt or Hunting Vest - Brown with a female character.
The Commendations Highest Value Target and Targeted Agent will no longer reward the same patch as Face Time.
Last Stand Revival will now reward the correct patch.
Fixed a bug where progress for the No Retreat and No Surrender commendations would be given even though the agents had been killed in action.
Fixed a bug where the Sewer Slayer commendation would not always update upon killing a named enemy.
Fixed a bug that would allow the One Man’s Trash commendation to progress by resupplying.
Fixed a bug that would allow the player to bypass the Agent with a Shotgun commendation requirements.
Gear Sets
Tactician’s Authority
Set Bonus (4 pieces):
"Every bullet you hit enemies with adds 1% bonus skill power. Every bullet your deployed skills hit enemies with adds 0.2% bonus skill power. Skill power bonus max is 30%. Bonus is consumed on skill use."
D3-FNC
Set Bonus (4 pieces):
When used, your Ballistic Shield has no skill mod active. It will no longer remove Critical Chance from your weapon. SMGs can be equipped. Ballistic Shield health is increased by 57% for every 3000 stamina.
Hunter’s Faith
Set Bonus (4 pieces):
"Each consecutive shot with a bolt action marksman rifle that hits an enemy deals 3% more damage. The damage bonus is increased by 4% for every 2000 3000 Firearms. The bonus damage is removed once a shot misses a target, upon weapon swap or reload, or after 10 seconds.
Classified Gear Sets
Striker’s Battlegear
Set Bonus (6 pieces)
Every hit adds a self-healing bonus for 0.02% of max health per second. This bonus is further increased by 0.05% for every 3000 stamina. Stacks up to 100 hits. Missing shots drops the bonus by 1 stack and the bonus is reduced by 2 stacks every second.
Every hit increases the bonus damage from Striker's Battlegear by an additional 1%. Missing shots drops the bonus damage from Striker's Battlegear by 1% and the bonus is reduced by 2% every second.
Reclaimer
Set Bonus (6 pieces):
Support station gains a 40% chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 20% for every 3000 Electronics.
Added a PvP modifier to the D3-FNC set, causing it to require more damage done to proc in PvP.
Fixed an issue with Classified Gear where comparing Loadouts would sometimes not show a difference in stats.
Fixed an issue where the DeadEye 6-piece talent would not activate after killing an agent or an NPC when using the Historian.
Fixed a bug where the Classified Reclaimer gear set’s “Support Station Revive Time” was set to 0.
Fixed a bug where the Predator’s Mark’s bleed would not always be applied to the target.
Fixed a bug where the Pakhan magazine stack is lost when the Meticulous talent procs.
Fixed an issue where set bonuses for unreleased Classified Gear Sets could be seen at the Recalibration Station.
Fixed a potential exploit where agents could use the Banshee’s Shadow Gear Set to replenish ammunition anywhere in the Dark Zone.
The wording on the D3-FNC 6-piece bonus has been clarified.
Global Event
Added support for future Global Events.
Outbreak global event masks are now rewarded by completing Outbreak specific commendations when the event is active.
Changed a tool tip to reflect that Global Event weapon skins and vanity sets can only be obtained through leaderboards.
Fixed a bug that would cause wildlife to explode during the Strike global event.
Fixed various UI issues.
Fixed various localization issues.
Missions / HVTs
Joe Ferro is now invulnerable while locked inside the glass room.
Fixed a bug where enemies would not spawn during an HVT contract after joining another agent’s session.
Fixed an issue where completing Napalm Production Site on Legendary difficulty would not count towards Global Event missions.
Fixed an issue in Warrengate power plant where the boss wave’s medics would not deploy their support station under certain circumstances.
Incursions
Fixed an instance where the agents could abuse a certain room to gain an unfair advantage during the final fight of Stolen Signal.
Dark Zone
Increased base Rogue timer from 19 seconds to 90 seconds.
Fixed an issue causing a downed group member not having their manhunt status cleared while in a downed state.
Fixed “Group gone rogue” notification being displayed to solo players upon reconnecting to the game while having rogue or manhunt status.
Survival
Fixed a bug where the Store menu would be available in Survival.
Fixed an issue where completing a daily Survival assignment would not give a notification.
Underground
Fixed a bug where an Underground mission could lead to a dead end.
Fixed an issue where the final boss in the Underground could be farmed repeatedly.
Fixed a bug where the final objective would not update after killing the final boss.
Agents will no longer be trapped in the Underground if the team leader leaves the group directly after opening the last door.
Fixed an issue where frame rates would drop significantly in a certain room.
Fixed not being able to vault over certain props from both directions.
Fixed not being able to take cover in certain locations.
Fixed a bug that would allow the agent to exit the playable area.
Fixed various locations where it was possible for the player to get stuck.
Removed an invisible wall.
Fixed a break in the floor which would prevent the agent from progressing.
Updated hints to correspond with the revamped Underground.
Made a number of adjustments related to the placement of props.
Fixed some weird doors.
Fixed various UI Issues.
Last Stand
Last Stand rank has been renamed to PvP rank.
Cypher key fragments are now obtainable from Last Stand caches.
Fixed an issue where an agent would be given a 30 second death penalty in Last Stand after previously dying as a Rogue in the Dark Zone.
Fixed an issue where an agent would be a given a 30 second death penalty in Last Stand after previously dying in Survival.
Fixed an issue where an agent could get stuck on the Last Stand matchmaking screen.
Fixed an issue where an agent sometimes would not see the respawn menu after dying.
Fixed an issue where the player would receive a prompt to enter a Last Stand match if the group had previously closed the game during a Last Stand match.
Loadouts
Switching between Loadouts using key bindings will now give a warning message if the current Loadout isn’t saved.
Added new Loadout name options.
Premium Vendor
Fixed a bug where an item in the Premium Vendor would not have a tool tip.
Fixed a bug where the glimmer effect on rare vanity items would not disappear in the vanity items menu.
Fixed a bug where an Encrypted Cache could automatically be opened when the agent purchased a Cypher Key.
Fixed an issue where a second Premium Vendor could appear after an agent purchased an Encrypted Cache.
Fixed an issue where the agent would be stuck on the cache opening screen if kicked from the group while opening an Encrypted Cache.
Fixed an issue with Encrypted Caches where the preview button still worked even though it was not present on the UI.
Fixed various UI issues.
Fixed various animation issues.
Fixed an issue where the Premium Vendor would briefly disappear upon purchasing an encrypted cache.
World
Fixed a cover location in the Dark Zone which would show agents as out of bounds.
Fixed an issue with the “The Armory” landmark in the Dark Zone where sometimes an agent would not receive a reward for clearing the landmark, and it would continue to display as active.
Fixed an issue where agents could not pick up an Echo in Chelsea.
Fixed an issue where agents could get stuck between the Recalibration Station and Optimization Station at the Base of Operations.
PC Specific
Fixed an issue on PC where sorting items by name would not always display the items in correct alphabetical order.
Fixed an issue where the DirectX 12 renderer would not work on certain graphics cards.
Agents can now use the /join command to join a group of agents in an Open Group.
Other
Fixed an issue where the Green Cadet Cap and the White Cadet Cap looked identical.
Made an improvement to the shooting range in the Base of Operations in order to enable agents to test some of the new gear talents which require that the agent is in combat.
Decreased opacity of loot pillars while in combat.
Fixed an issue where using the Historian against a shooting range target would not generate explosion particles.
Fixed a bug in the Dark Zone where an agent’s Global Event mask would overlap with the regular gear mask.
Fixed an animation issue tied to using emotes after jumping from an object.

PTS 1.8 - Global Patch Notes (Last Updated September 28th, 2017)
Patch Notes, Update 1.8 PTS phase 1
Please understand that these Patch Notes are not final and will be updated.
Additionally, please note that the new features and balance changes mentioned are still being worked on and are therefore not in their final stages. Keep in mind that the Public Test Server is a testing environment, not final and that not necessarily representative of what will be introduced to the Live servers once the update is finished.
Please check the Known Issues thread for more information about the current issues present on the PTS. Please report any bugs you encounter on our PTS Technical Supportforum.
Features such as West Side Piers, Skirmish, Resistance and Rogue 2.0 will be available to all players. To test the Underground, you must own the DLC or the Season Pass at the time of the PTS starting.
New feature: West Side Pier
West Side Pier is a completely new area accessible for all agents where two new game modes take place: ‘Resistance’ and ‘Skirmish’. In the zones, the enemy factions are teaming up to take the fight to the Division agents.
The West Side Pier map stretches over two named zones: Intrepid and Dewitt.
A new safe house will be available named Camp Clinton. Camp Clinton will act as a new social hub, similar to the Terminal, for Update 1.8.
West Side Pier feature a new dynamic spawning system for enemies, a new kind of special assignments and daily assignments.
New feature: Skirmish
In Skirmish, two teams of four players compete against each other to get the highest number of kills before the time expires. Teams earn points each time a downed enemy player is eliminated.
Agents can start a Skirmish session from the Last Stand matchmaking gate in the Base of Operations.
Last Stand rank cap has been increased from 40 to 99. Last Stand and Skirmish both contribute to this progression.
New feature: Rogue 2.0
The Rogue system in the Dark Zone has been overhauled for Update 1.8.
To go Rogue, the player needs to toggle their Rogue status before being able to do any damage to friendly players. Any member of their group can choose the also go Rogue or leave the group.
Manhunt levels and objectives have been added. Players reaching Manhunt status will now have an objective to interact with, which will reward Manhunt Caches. Non-Rogue players will see the general area of the Manhunt objective and will be rewarded for stopping the Manhunt agents.
New feature: Optimization Station
Gear Optimization provides an all new way for agents to invest in their favorite gear and achieve the perfect min-maxed build for their playstyle. Agents can take any of their gear to the new Gear Optimization station and spend Division Tech to improve the quality of the item’s stats towards their cap.
New feature: Resistance (currently not available on the PTS)
The update introduces a new PvE game mode called ‘Resistance’ where factions are teaming up for the first time to fight against Division agents. Enemy NPCs continuously spawn in waves as the agents try to survive for as long as they can.
This new PvE game mode takes place in three arenas in West Side Pier.
Agents can start an event from the map or by walking to the arena locations located in West Side Pier and initializing the event from there.
New feature: Underground changes (currently not available on the PTS)
The Underground will now have checkpoints.
Hunters have been added to the Underground as a random spawn. When they show up, there will always be one more Hunter than there are players present.
The Rave Room from the End is NY mission has been added to the room rotation.
The old Directives have been removed and replaced by new ones that bring new gameplay options.
The Underground has been given weekly assignments, which will reward Exotic Caches. Rewards have been increased overall in the Underground.
New Underground Commendations have been added.
New Classified Gear:
New Classified Gear, which will be added to the Live game in future Global Events, are available on the PTS in caches bought the Special Equipment Vendor in the Terminal.
The Classified Gear Sets available on the PTS are AlphaBridge, Banshee’s Shadow, D3-FNC, FireCrest, Hunter’s Faith, and Path of the Nomad, Predator’s Mark and Tactician.
AlphaBridge
Set Bonus (5 pieces):
+25% Health Regen
+10% Weapon Damage
Set Bonus (6 pieces):
To be updated.
Banshee’s Shadow
Set Bonus (5 pieces):
+20% Looted Dark Zone Funds.
+5% damage to target out of cover.
Set Bonus (6 pieces):
Talent: Improved Banshee:
While Rogue, the time to clear Manhunt status is decreased by 5% for every group member within 10 meters. All Rogue status actions that result in a rank up are doubled. Rewards for clearing Manhunt status are improved.
While not Rogue, damage to Manhunt status players is increased by 5% for each Manhunt level the player has. Rewards for killing a Manhunt player are improved.
D3-FNC
Set bonus (5 pieces):
+15% Protection from Elites
+10% Ballistic Shield damage resilience
Set Bonus (6 pieces):
Talent: Improved FrontLine
When Ballistic Shield is deployed, melee damage is increased by 2000% and all overhealing the player receives is applied to the Ballistic Shield as healing instead. After taking 500 000 damage, the Ballistic Shield grants a buff to the player and all group members within 30 meters for 5 seconds. The duraction of the buff is increased by 1 second for every 2000 Stamina the player has.
Physical Damage Buff: Armor is increased by 20%.
Exotic Damage Buff: Weapon Damage is increased by 20%.
FireCrest
Set Bonus (5 pieces):
+1 Incendiary Grenade Capacity
+15% Flame Turret Range
+10% Flame Turret Damage
Set Bonus (6 pieces):
Talent: Improved FireCrest
Bullets have a 5% chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed by bullets once every 10 seconds. NPCs set on fire by your flame turret will burn 25% longer for every 2000 Electronics.
Hunter’s Faith
Set Bonus (5 pieces):
+20% Optimal Range
+10% Headshot Damage
Set Bonus (6 pieces):
Talent: Hunter’s Precision
Headshots double the gained increased damage bonus. 2 consecutive missed shots are needed to lose the bonus damage.
Path of the Nomad
Set Bonus (5 pieces):
+10% Health on Kill
Talent: Improved Nomad’s Resolve
Increases the amount of healing from Nomad’s Resolve. Nomad’s Resolve will now overheal.
Set Bonus (6 pieces):
Talent: Nomad’s Luck
50% chance to have no cooldown for Path of the Nomad. Take 75% less damage for 10 seconds after Path of the Nomad is triggered.
Predator’s Mark
Set Bonus (5 pieces):
+10% Reload Speed
+8% Assault Rifle Damage
+8% SMG Damage
Set Bonus (6 pieces):
Talent: Improved Predator’s Mark
The damage over time to the target is increased by 150% for every 9000 Stamina and can critically hit.
Tactician’s Authority
Set Bonus (5 pieces):
+5% Skill Haste
+5% Skill Power
Set Bonus (6 pieces):
Talent: To be updated.
New Exotic Weapons:
Four new Exotic weapons have been added to the game. On the PTS, they are available to buy from the Special Equipment Vendor in the Terminal.
The House (Submachine Gun)
Special Talent: Card Counter
One half of the magazine does 25% increased damage. The half which deals increased damage flips after 10 seconds or when the magazine is empty.
Big Alejandro (Light Machine Gun)
Special Talent: Cover Shooter
Every bullet fired when in cover increased weapon damage by 0.5% up to 50%. The bonus lasts for 10 seconds. Getting a kill with this weapon while in cover resets the duration. The bonus damage is cancelled by reloading, swapping weapons, or exiting combat.
Devil (Marksman Rifle)
Special Talent: Fire
Headshots increase stability by 30% for 15 seconds. Bodyshots increase headshot damage by 30% for 15 seconds.
Set Bonus talent used together with Heel: The Devil’s Heel
Both weapons gain the Fire and Fury talents and the buff durations are increased by 15 seconds. Bonuses from Fire and Fury are no longer lost when swapping between Fire and Fury. Weapon swap speed is increased by 50%.
Heel (Marksman Rifle)
Special Talent: Fury
Hitting weakpoints increase weapon damage by 15% for 15 seconds. Hitting skill proxies increase ciritical hit damage by 30% for 15 seconds.
Set Bonus Talent used together with Devil: The Devil’s Heel. See above.
New additions to the Premium Vendor:
A new type of Encrypted Cache, with brand new items and Collections, has been added to the Premium Vendor in the Terminal.
Game changes:
Critical Hit Chance is reduced by 50% compared to aiming down sights.
Fixed an issue where a grenade could become invisible if thrown exactly when going into a downed state.
Players can now use the /join command to join a group of players in an Open Group.
Weapon balance
Exotic weapons
Warlord, Caduceus, Historian, Tenebrae, Damascus, Golden Rhino, Midas, Hungry Hog, Showstopper, Thompson M1928 and the Tommy Gun have had their damage slightly increased.
Pakhan has had its damage slightly reduced and its spread decreased.
The Medved has at its range increased and its spread slightly decreased.
Weapons
The damage of high RPM weapons have been decreased.
The M4, M5 and MP7 have had their damage decreased.
Talents
Adept will now give a single stack of its buff which is refreshed if another skill is used while it’s active. It will no longer stack multiple times.
Fixed instances where Rapid would stop working.
Fixed an issue where Battle Buddy would apply twice to an agent after they’ve been revived by a Support Station.
Hip Fire
Global Events
Masks are now rewarded from Global Event Commendations instead of Global Event leaderboards.
Skills
Support Station
Fixed a bug where the Support Station skill would still remain on the ground and the skill become unavailable when the agent using the skill move more than 100 meters away from it.
Fixed an issue where the Support Station buffs would stay even if the station was disrupted.
Commendations / Patches
You Hunt Me I Hunt You Commendation for killing five Hunters in Underground, Survival and Resistance has been added.
The Pacifist commendation will no longer be rewarded after a completed PvE Survival session.
Fixed an issue where the Outbreak shirt and the Cave Dweller patch wouldn’t get along if the player has the Banshee or Baseball jacket equipped.
Fixed an issue where Commendations with conditions and a patch reward displayed incorrectly.
The Commendations Highest Value Target and Targeted Agent will no longer reward the same patch as Face Time.
Last Stand Revival will now reward the correct Patch.
Classified Gear
Fixed an issue with Classified Gear where comparing Loadouts wouldn’t show a difference in stats.
Fixed an issue where the DeadEye 6-piece talent wouldn’t activate after killing a player or a NPC using the Historian exotic weapon.
Fixed a bug where the Pakhan magazine stack is lost when the Meticulous talent procs.
Fixed an issue where set bonuses for unreleased Classified Gear Sets could be seen at the Recalibration Station.
Missions / HVTs
Fixed a bug where enemies wouldn’t spawn during a HVT contract after joining another player’s session.
Fixed an issue where completing Napalm Production Site on Legendary difficulty would not count towards Global Event missions.
Incursions
Fixed an instance where the agents could abuse a certain room to gain an unfair advantage during the final fight of Stolen Signal. Play fair, think of the poor NPCs.
Survival
Fixed a bug where the Store menu would be available in Survival.
Fixed an issue where completing a daily Survival assignment would not give a notification.
Underground
Fixed a bug where an Underground session would lead to a dead end.
Fixed an issue where the final boss in the Underground could be farmed repeatedly.
Fixed a bug where the final objective would not update after killing the final boss.
Players will no longer be trapped in the Underground if the team leader leaves the group directly after opening the last door.
Fixed an issue where frame rates would drop significantly in a certain room.
Removed an invisible wall.
Fixed a weird break in the floor which would prevent the player from progressing.
Fixed weird props.
Fixed a weird cage.
Fixed a weird train.
Fixed weird doors.
Last Stand
Fixed an issue where an agent would be given a 30 second death penalty in Last Stand after previously dying as a Rogue in the Dark Zone.
Loadouts
Switching between Loadouts using key bindings will now give a warning message if the current Loadout isn’t saved.
Premium Store
Fixed a bug where an item in the Premium Store would not have a tool tip.
Fixed a bug where the glimmer effect on rare vanity items wouldn’t disappear in the vanity items menu.
Fixed a bug where an Encrypted Cache would automatically be opened when the player buys a Cypher Key.
Fixed an issue where the Premium Vendor would suddenly get a creepy twin after the player bought an Encrypted Cache.
Fixed an issue where the agent would be stuck on the cache opening screen if kicked from the group while opening an Encrypted Cache.
Other
Fixed a fashion mishap where the Green Cadet Cap and the White Cadet Cap looked exactly the same.
Fixed an issue where the DirectX 12 renderer wouldn’t work on certain graphics cards.
Fixed an issue where a player would not receive a cache after completing an assignment if their inventory was full.
Fixed an issue where players could not pick up an Echo in Chelsea.
Fixed a UI bug where a .0 would be added to Firearms and DPS stats on weapons.
Fixed a UI issue where text would overlap in certain languages.
Fixed an issue where friendly Smart Cover would overlap with the map screen.

UPDATE 1.7.1 - PATCH NOTES
09.18.2017 12:00PM
Leaderboards
The Face Masks vanity rewards are now tied to Global Event Commendations instead of the Leaderboards. Global Event Leaderboards now reward a number of Classified Caches, the amount depending on an agent’s placement on the Global Event Leaderboards once the event ends.
Fixed an issue where agents would be prompted with an incorrect reward notification.
The first column in both Dark Zone Leaderboards and Global Event Leaderboards will now display Rank even though the text says Position.
Gameplay
Fixed a RPM related exploit.
Fixed an issue where agents could experience weapons jamming with low-RPM weapons, such as shotguns and marksman rifles.
Fixed an issue where an agent could get desynchronized if the agent cancelled the animation of entering cover with a combat roll.
Fixed a desynchronization issue which could occur after an agent jumped off a high structure.
Fixed a desynchronization issue which could occur during corner swaps.
Fixed a desynchronization issue which would occur when climbing off a prop and then quickly going into cover.
Fixed another desynchronization issue which could occur if the agent would perform a combat roll before finishing a cover to cover move.
Made several improvements in order to prevent various desynchronization issues.
Updated the description of the Striker’s set 4p bonus to now state that the bonus will be lost when exiting combat.

UPDATE 1.7: COMMENDATIONS
06.16.2017 12:00PM
Agents, the team has another exciting 1.7 feature to present to you today in the form of Commendations!
Overview
Previously referred to as Feats, Commendations are a built in achievement system we are introducing into The Division that will provide players with a series of tasks and subsequent rewards.
These tasks have three major goals in mind:
Provide a challenge to the player that will reward them based on their skill or perseverance in game.
Encourage players to experiment within the structure of the game as a way to help explore all the possibilities inside The Division.
Reward players with something special and new as a way to showcase their success in game.
Currently, the team is looking at including over 500 different Commendations that support all modes and aspects of The Division including both PvP and PvE. With a focus on making these obtainable for all types of agents, the team plans to implement specific Commendations for the many different roles and play styles, with a variety of short, mid, and long term tasks that are all contributed to by your entire profile’s worth of characters.
Commendation Types
Commendations will be compiled from three main branches of tasks:
Challenge: Complete an action with stipulations increasing the challenge
Statistical: Achieve a milestone in a specific statistic
Checklist: Complete a checklist of actions that are all related to one another
As mentioned earlier, the Commendations will vary in terms of length, difficulty, requirements, and even the modes they can be completed in. This means, naturally, that rewards should be scaled in a sense to make the player feel accomplished accordingly. This is where the Commendation Score comes into play.
Commendation Score
Every Commendation completed in game will reward you a Commendation Score amount relative to the difficulty level as determined by the parameters we’ve outlined here. This is an account wide statistic that will appear in the player UI not only for the player view, but outwardly visible by other agents across all of The Division’s NYC.
Patches
The final mark of an exemplary agent, earned only through Commendations and entirely new to The Division is Patches. These all new items will be worn on the agent’s right arm, replacing the SHD icon arm band and are available in a wide variety of designs. These will not only provide a means to display your proficiency in achieving your Commendations, they are also increasingly rare as the difficulty of the Commendation needed to earn them grows.
With Commendations you and your squad can help each other climb through the ranks and be the most highly decorated in the DZ, or hunt that one single rare patch to be the first of your friends to earn it.
Keep an eye on the site and our official forums for more news on 1.7, coming soon!
/The Division Dev Team

UPDATE 1.7 - PATCH NOTES
08.14.2017 12:30PM
New feature: Global Events
Global Events are time-limited events that add special modifiers to the PvE parts of The Division.
Taking part in a Global Event will award you Tokens that you can use to purchase Classified Gear caches (detailed below) and unique vanity items (that are currently not included on the PTS).
The Global Event features a modifier that can be applied to existing content. Two extra modifiers can be enabled to increase the challenge and the rewards.
Earn Global Event Tokens by playing the content and exchange them for Global Event Caches at the vendor.
Rewards include
Three Classified Gear Sets.
Three different Weapon Skins.
One vanity set.
Global Event specific Commendations are available to challenge you even further.
New feature: Commendations & Patches
Commendations introduce hundreds of challenges across several categories for agents to accomplish. Commendations cover all aspects and areas of the game, both for PvE and PvP.
Unlocking achievements reward the player with Commendation Score. Your tallied score is displayed to other agents.
Some special Commendations award a Patch, a brand new vanity item. These Patches are displayed on the agent’s arm, replacing the default Phoenix patch.
New feature: Face Masks
Face Masks are new vanity items allowing players to further customize the look of their agent.
Face Masks can be obtained during Global Events.
New feature: Face customization
The Base of Operations now include a room with an interactive mirror that you can use to change your agent’s appearance. You can find the room by turning right straight after you have entered the Terminal from the Base of Operation stairs.
New feature: Encrypted Cache
An Encrypted Cache is a loot container obtained from the Premium Vendor in the terminal. It requires a key to open.
Encrypted Caches contain unique appearance items, emotes and skins.
Cipher Keys are needed to open Encrypted Caches. These keys are created by collecting key fragments, which are available from normal gameplay. 10 key fragments are needed to create one Cipher Key. Keys can also be purchased from the Premium Vendor.
Unique appearance items from the Encrypted Caches are organized in Collections that can be found in the Vanity tab. Once a Collection has been completed, the agent will receive a reward.
New feature: Classified Gear Sets
Classified Gear Set pieces are unique gear set pieces for pre-existing gear sets and will feature 5 and 6-piece bonuses.
Classified Gear Set pieces can initially only be received from participating in Global Events.
After a Global Event has concluded, the Classified Gear pieces can be found during normal gameplay, but with lower drop rates than during Global Events.
Classified Gear Set pieces have higher Primary Stat Range than normal Gear Set pieces.
Primary Stat Range: 1274 – 1401
Classified Gear Sets can receive two recalibrations.
Three Classified Gear sets will be introduced for every Global Event. These Classified Gear Sets are:
Lone Star
5 Piece:
+50% Ammo Capacity
+12% LMG Damage
+12% Shotgun Damage
6 Piece: Berserker
When a weapon has 50% of its magazine remaining, there is a 75% chance to receive a bonus that activates when the final bullet is fired from the current magazine. Once activated, the magazine is instantly refilled, weapon damage is increased by 20%, fire rate is increased by 20%, and stability and accuracy are decreased to 0. The bonus is cancelled by reloading or exiting combat.
Final Measure
5 Piece:
+15% Exotic Damage Resilience
+15% Protection from Elites
6 Piece: Improved Final Measure
When a grenade is defused the player and all group members within 30 meters gain a buff based on the grenade type that was defused.
-EMP/Shock: Skill power increased by 20% for 8 seconds.
-HE/Incendiary: Weapon damage increased by 20% for 8 seconds.
-Flashbang/Tear Gas: Damage Mitigation increased by 20% for 8 seconds.
DeadEYE
5 Piece:
+40% Initial Bullet Stability
+20% Marksman Rifle Critical Hit Damage
6 Piece: Improved DeadEYE
When zoomed, getting a headshot kill with Marksman rifles will increase critical hit damage by 20% every second to a maximum of 100% and will increase stability by 100%. Lasts for 10 seconds or until no longer zoomed.
Game changes
Gameplay
Blueprints are now shared across all characters on a same account.
Currencies are now shared across all characters on a same account.
Crafting materials are now shared across all characters on a same account.
After a Medkit cleanses a Status Effect, it will grant a temporary, three-second invulnerability to the cleansed Effect.
Fixed a bug where players could get the On Fire status effect even though they had 100% burn resistance. Note that players can still take damage from certain fire attacks, such as Cleaner flamethrowers.
Fixed a bug where players receiving a burn status effect right after throwing a grenade or throwable skill would disable the grenade or skill.
Fixed a bug where players could run faster than they should by spamming the sprint button.
Fixed gamepad maximum scope sensitivity being lower than intended. Maximum sensitivity is now the same as it was in 1.6.
Fixed a bug where a player would skip downed state and jump directly to dead state if killed after having pressed “give up” briefly during a previous revive attempt.
Weapon Balance
All weapons
Added a hard cap on RPM for all weapons. It will no longer be possible to overcome the RPM limitation of a weapon, no matter what shooting method is used.
SVD
SVD recoil and spread have been retuned to be in line with the M1A.
Adjusted the RPM value shown in Burst Fire weapons’ UI to reflect their actual RPM instead of the RPM of the Burst alone. This change also results in an updated DPS value for said weapons. Note that this is a UI change only to better reflect the behavior of these weapons; their actual fire rate and damage have not changed.
Gear Sets
D3-FNC: 3-Piece bonus changed from 30% Ballistic Shield Health to +10% Damage to Elite.
Fixed a bug with Banshee where ammo would not refill correctly after going Rogue.
Exotics
NinjaBike messenger bag
Talent: NinjaBike messenger bag
Slots in with any equipped Gear Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Can unlock bonuses from multiple sets simultaneously. Cannot unlock Classified Gear Set bonuses.
Pakhan:
Pakhan weapon talent will now only apply the bonus mag size on reload. This means that refills from Meticulous and Lone Star 6 piece will only fill the magazine to the base unbuffed amount.
Fixed a bug where Pakhan’s talent could be staked if the reload animation was interrupted.
Historian:
Kills with the Historian explosion will now trigger the Disciplined Talent.
Talents
Stable talent will now increase stability by 10% instead of 35%. (this change is retroactive)
The Coolheaded & Determined talents will now have an effect on cooldowns for all skills, including Signature Skills.
Fixed a bug where Triage would be applied multiple times.
Fixed a bug with Battle Buddy where the buff would apply twice if the player revived himself with a Support Station.
Fixed a bug where Talented would proc when killing an enemy with a skill or grenade instead of the weapon itself.
Fixed a bug where Strike Back would also reduce Medkits cooldown.
Loadouts
Minor color tweaks have been made to make the Loadout UI more consistent.
Fixed an issue where switching mods on a Loadout while having a full inventory could override the backpack capacity.
Fixed an issue where a player cannot switch between two identical Loadouts using different mods while having a full backpack.
Fixed a bug where certain audio clips would loop.
Skills
Ballistic Shield:
Added a PvP modifier to damage applied to the shield. Player damage to other players’ shields will now be increased by 20% in PvP.
Fixed a bug where the Ballistic Shield would not take damage from your own grenade or Sticky Bomb.
Fixed an issue with Ballistic Shield Riot Shield buff, where the agent could get multiple buffs by performing certain actions.
Pulse:
Fixed an issue where the Pulse icon would overlap other UI elements.
Seeker Mine:
Explosion damage has been reduced from 900 to 600.
Airbust Mod damage has been reduced from 300 to 120.
Fixed a bug where the Seeker Mine with Cluster mod would sometimes be unable to detonate on a target if the target was on top of a cover.
Sticky Bomb:
Fixed an issue where Sticky Bomb explosion would sometime only apply in a plane instead of a sphere, leading to no damage being applied to enemies at various height.
EMP Sticky Bomb no longer staggers the enemy.
Support Station:
Fixed a bug where if an agent revived by another skill while in a Support Station’s area of effect would cause the Support Station to despawn.
Fixed a bug where an agent could not be revived by First Aid if they were being revived by a Support Station that was destroyed before the revive finished.
Fixed a bug where the Support Station would remain in the agent’s hand after deploying it.
Fixed a bug where an agent would sometimes not get revived if a group member used First Aid with the Defibrillator mod.
Fixed a bug where an agent would get revived if the agent was in the process of self-reviving from a friendly Support Station but tried to cancel the action.
Fixed a bug where the Support Station Master Mod heal would still apply if the player canceled his station right after it was destroyed.
First Aid:
Fixed a bug where the First Aid Defibrillator revive would not be prioritized over other slower revives while they were in progress.
Fixed a bug where the First Aid’s effect would be delayed while the projectile slowly descended to the ground.
Fixed a bug with First Aid Defibrillator where a player equipped with a Vigorous chest rolling into the area would only receive the instant heal and not the heal over time.
Mobile Cover:
Fixed a bug where the Mobile Cover could be knocked down by other agents and enemy NPCs even though they were under immobilizing status effects.
Fixed a bug with Mobile Cover where an agent could be lifted above ground.
Fixed the description of the Mobile Cover Countermeasures mod so that it now clearly states that shooting a target while being in cover on it will pulse the target for 5 seconds.
Fixed an issue with the Mobile Cover Countermeasures mod where group members would not get the concealment when taking cover behind it.
Other:
Fixed a bug where group member’s skill cooldowns would not be decreased when taking cover in an area affected by Smart Cover with the Recharger mod.
Fixed a bug where attempting to use a skill immediately after entering the Dark Zone would result in the skill going into cooldown.
Recovery Link can no longer be used while firing your weapon, similar to Survivor and Tactical Link.
Fixed an issue with the Turret’s target prioritization.
Missions
Fixed a bug in Napalm Production Site where an agent could defeat Joe Ferro inside his room before defeating his guards.
Fixed a bug in Grand Central Station where the turrets were reactivated after player death.
Fixed an issue where Hudson Refugee Camp became impossible to complete if the bosses are killed too quickly on Challenge Mode.
Fixed an issue in WarrenGate Power Plant where a door would refuse to open if the player dies before completing a certain objective.
Fixed several instances in different missions, including Russian Consulate and Napalm Production Site, where the player could get stuck or shoot through walls and floors.
Fixed a weird door in the General Assembly parking lot.
Fixed a location where the player could throw a Seeker Mine through a wall and kill all the enemies on the other side.
Fixed a location in General Assembly where a glass panel could get in the way in the fight against Raptor.
Underground
Fixed a bug where Underground Directives would not continue across Underground phases.
Fixed an issue with the Mad Skills Directive where the second skill would go on cooldown when the player aimed his first one.
Fixed a bug where the agent could fast travel to the Underground while carrying contaminated items.
Fixed some big weird doors in the Underground.
Fixed an issue where enemies were unable to detect the player after going through a weird fire door.
Survival
The rewards you get from Survival have been increased.
Reaching Tier 1 will rewards you with a Survival Cache instead of a Gear Cache.
Reaching Tier 2 will rewards you with one Survival Cache and one Weapons Cache.
Fixed a bug where the Punisher accolade on the end screen would always have a checkbox next to it even if it wasn’t completed.
Fixed several issues in the environment, where players could get stuck.
Fixed instances of the game freezing when leaving Survival.
Fixed a bug where Mods could not be equipped on items in Survival.
Last Stand
You can now see recent/nearby players from the opposing team as well as from your own team.
Fixed instances of the game freezing when leaving a Last Stand match.
Fixed an issue with the positioning of a prop which could cause players to get stuck in tactical point A1.
Base of Operations
Stopped an evil Christmas tree by the Premium Vendor from trapping players.
Fixed a bug where the Base of Operation would become unusable after visiting the Premium Vendor.
World
Fixed a number of issues throughout the world such as:
Being unable to vault over certain objects.
Being shot by NPC’s through a wall by the entrance of the The Ward safe house.
Being blocked by invisible objects.
Getting stuck between objects.
Objects clipping through other objects.
Being able to glitch through various walls.
Floating flags and misplaces textures.
Fixed an issue where agents were able to jump off a roof in Turtle Bay.
We’ve stopped NPCs from following you into an elevator in Turtle Bay.
Fixed several places where hiding behind certain objects would stop enemies from engaging the agent.
Dark Zone
Fixed several issues in the DarkZone such as:
Agents sometimes receiving the Outside Playable Area message when in the The Armory landmark.
A lootable object in DZ7 being in an unreachable place.
Being able to glitch through a wall in the The Mall landmark.
Being unable to drop down from certain objects once the agent has climbed them.
Minor graphical issues in The Armory.
Moved several trashbags around so players wouldn’t get stuck behind them anymore.
Moved a rogue lamp.
NPCs being able to shoot through certain walls.
Fixed an issue where a Named NPC was missing from the The Basement landmark in DZ09.
Stopped NPCs from sneaking through a gap between a pair of doors and a rooftop in DZ09.
Fixed an issue where cleared Landmarks would not give out rewards.
The Named NPC “Beans” now belongs to the correct faction.
Fixed a bug where enemies would stop engaging the player if they hid behind certain objects in the Q Building Landmark.
Fixed an issue where the player can teleport outside of the map in Dark Zone 2.
UI
Consumables Caches are now available at the Dark Zone vendors.
Moved the position of the Loadout icon on items you have marked as a favorite to make it easier to identify them.
Added backpack capacity to the loot preview.
Fixed a bug where after dying and placing the cursor over a respawn location the highlighting of the option would appear on the bottom of the screen.
Fixed a bug where pressing back while having the option to disable sharing for an item would cause the item to be unshareable.
Fixed a bug where buying back items quickly could result in exceeding the inventory limit.
Fixed a bug where the “Sell” button at a vendor would be active even though there was nothing to sell.
Fixed a bug where you would get the wrong message when buying an item from any vendor.
When buying every item from the Appearance Vendor, you will now be able to see all your available currencies.
Fixed a bug where the Ubisoft Club Action Completed pop-up would show up every time the game was started.
Players now get a warning if their wallet is full of a given currency and they open a Cache containing that currency.
Fixed a bug where a dead group member would still appear as unconscious in the group UI.
Fixed a bug in the Group Management menu where the Agent Details could overlap with the server warning “Poor connection to host server”.
PC Specific
Fixed an issue where an agent would right-click on an item and the text describing the options presented would flicker rapidly.
Fixed UI overlap which could occur when an agent was comparing items and then dragging an item over to share or dismantle.
Fixed an issue where agents could still use the scroll wheel while the Not Enough Space prompt was present.
Fixed a bug where the mouse cursor would sometimes not be present on the loading screen.
Fixed an issue where the Group Management menu would begin flickering when an agent hovered the cursor over a friend’s name.
Fixed an issue where the player’s FPS would still be capped despite turning off the Frame Rate limiter.
Fixed several instances of skills being locked when aiming too fast after another skill was deployed.
Other
Fixed an issue where the NPC beating a dead body scene had no sound effects.
Fixed an issue with Tattoo saturation not changing between 0 – 30% during Character Creation.
Fixed a visual bug where an agent would continuously bleed if revived by a group member’s Recovery Link while another revive was in progress.
Fixed instances of incorrect NPC animations.
Added sound effects to the JTF officer knocking on bars in the Brooklyn Precinct. Maybe someone will actually hear him and help him out now.
The Blueprints Vendor in the Terminal should now speak again.
Several improvements made to texture loading speed after a fast travel.
Agents no longer blink and move their eyes once killed. Say no to zombies.
Changes from PTS 3 to Final 1.7 Build
Classified Gear Sets
Striker’s Battlegear: 6-piece stacks will now reset when player exits combat.
Final Measure: Players will no longer defuse grenades when downed.
Sentry’s Call: 6-piece bonus now has a 50% chance (instead of 25%) to spread within 25 meters (instead of 10).
Fixed a bug where attributes would not be normalized correctly if the player recalibrated one of them.
Fixed a bug where players equipped with 6-piece Lone Star would sometimes no longer deal damage after the Berserker Talent triggered.
Various improvements to UI feedback.
Various UI fixes.
Global Events
Fixed a bug where Global Event progress performed in Manhattan would reset each time a player would play a session of Underground, Survival or Last Stand.
Contagious effect in Outbreak has been tuned down. Its damage is reduced by 40% and the DOT duration reduced from 3 seconds to 1 second.
Global Event caches have been updated with the following content:
2x of either
45% Classified Gear Set
43.5% Gear Set
11.5% Exotic
12.5% chance of an extra item
90% Classified Gear Set
10% Exotic
Global Event Tokens will now correctly drop from Survival and Last Stand caches.
Fixed several instances of Global Event Tokens not being counted towards the total earned during a Global Event.
Fixed a bug where HVT bosses would not drop any Global Event Tokens.
Fixed a bug where some Incursions bosses would not drop any Global Event Tokens.
Fixed a bug where Underground bosses would not drop the correct amount of Global Event Tokens.
Fixed a bug where some Open World bosses would not drop any Global Event Tokens.
Various UI and text fixes.
Encrypted Caches
Key Fragments drop rates increased from 3% to 20%. These fragments can drop from named NPCs in the Open World, Dark Zone, Missions, Incursions and HVT contracts.
Various UI fixes.
Commendations
Fixed various Commendations not updating correctly.
Various UI fixes.
Exotics
Fixed an issue where the Ninja Backpack bonus would not apply correctly when equipping it.

PTS2 Patch Notes
Global Events
The first Global Event – Outbreak – is now available on the PTS.
The factions are infected by the virus and are extremely contagious. Your best course of action is to aim for the head to deal maximum damage.
The Global Event features a modifier that can be applied to existing content. Two extra modifiers can be enabled to increase the challenge and the rewards.
Earn Global Event Tokens by playing the content and exchange them for Global Event Caches at the vendor.
Rewards include
Three Classified Gear Sets.
Three different Weapon Skins.
One vanity set.
Global Event specific Commendations are available to challenge you even further.
Commendations & Patches
Fixed an issue where the Too Old for Toys Commendation would not work properly.
Fixed a bug where the Patches would apply as a weapon skin when equipped.
Encrypted Cache
The Premium Vendor now has a tutorial mission for the Encrypted Caches.
New items have been added to the Encrypted Caches.
Fixed a bug where parts of the agent became invisible after equipping vanity items from the Encrypted Cache.
Collections
Fixed an issue where the JTF Collection and the Astronaut Collection listed the same reward.
Fixed an issue where the vanity menu in the Collections tab would always go straight to the second item in the category.
Classified Gear Sets
The bonus healing from Striker's Persistance now takes 2000 Stamina per 0,01% (increased from 1000).
Known issues with Classified Gear Sets
Fixed an issue where stats on Classified Gear Sets would roll lower than intended.
Fixed an issue where you could not recalibrate two stats on Classified Gear Sets.
Fixed an issue where the LoneStar 6-piece bonus stopped working if the player swapped weapons just as they ran out of ammo.
Game changes
After a Medkit cleanses a Status Effect, it will grant a temporary, three-second invulnerability to the cleansed Effect.
Talents
Triage
Fixed a bug where Triage would be applied multiple times.
Skills
Pulse
Fixed an issue where the Pulse icon would overlap other UI elements.
Missions
Fixed a location where the player could throw a Seeker Mine through a wall and kill all the enemies on the other side.
Fixed a location in General Assembly where a glass panel could get in the way in the fight against Raptor.
Underground
Fixed an issue where enemies were unable to detect the player after going through a weird fire door.
Known issues with Survival
Using deconstruct in a Survival session will get user stuck in the overview UI interface.
The user is unable to equip gear mods in Survival.
Last Stand
You can now see recent/nearby players from the opposing team as well as from your own team.
Base of Operation
Fixed a bug where the Base of Operation would become unusable after visiting the Premium Vendor.
Dark Zone
Fixed a bug where enemies would stop engaging the player if they hid behind certain objects in the Q Building Landmark.
Fixed an issue where the player can teleport outside of the map in Dark Zone 2.
UI
The talent description on the NinjaBike bag now correctly reflects its functionality.
Players now get a warning if their wallet of is full of a given currency and they open a Cache containing that currency.
Removed the unusable “Equip” button from the Commendation menus.
Fixed an issue where the “Unmark as junk” button wouldn’t show after marking an item as junk in the Stash.
Cypher Keys are shown in the loot preview.
You can now inspect received clothing items straight in the Encrypted Caches window. It uses the same inspect camera as the regular appearance menu.
Fixed an issue where the player couldn’t use the D-pad to navigate the Encrypted Cache screen.
Fixed an UI issue where there a white box would be displayed instead of the number of Cypher Keys the player has.
Known issues with UI
Many icons in game are appearing as boxes instead of icons.
PC Specific
Fixed an issue where the player’s FPS would still be capped despite turning off the Frame Rate limiter.
Other
Fixed an issue where the Global Event headshot sound would play outside of the Global Events.
Fixed an issue where you could clip through the camera when in a party and multiple agents are standing around the Premium Vendor.
Agents still blinked after death on the PTS. No zombies allowed, so we made sure it is not happening anymore

UPDATE 1.7: CLASSIFIED GEAR
06.23.2017 12:00PM
Agents, we have a brand new intel briefing on Update 1.7 coming your way and this time we’re focusing on Classified Gear!
We’ve covered the upcoming Global Events and the upcoming Commendations System, now on to the hardware your agent will be hunting in Update 1.7, Classified Gear!
The Objective
The team has set out with a distinct goal for introducing new gear into The Division:
Create More Variety
Expand on Already Growing Build Diversity
Create More Rare Options in the Loot Pool
Give Players Something to Hunt
The answer? Classified Gear.
Classified Gear was designed from the ground up to be something players could hunt for in the end game, while at max gear score without a negative impact on their existing gear. All Classified Gear drops at gear score 256, regardless of World Tier. More on that later.
We wanted to hit the check boxes mentioned above, while also preserving the value of your existing loadout while you hunt, and Classified Gear offers an opportunity to extend the stats of your build in a seamless flow. Gear score at 256 is hard capped at the main stat level, but not 256 Classified Gear.
Stat Ranges
Classified Gear will ALWAYS roll a higher value than the standard gear equivalent. Currently, gear in the max level drops with a main stat range of 1114-1272. Classified Gear, however, drops with main stat rolls within a higher range, 1273-1328. Meaning that even at the lower end of that range, a piece of Classified Gear is a guaranteed buff to your build. This increased range is an actual 35% buff to the available main stat ranges in game. While in any Normalized modes like Last Stand, Classified Gear acts like a standard 256 gear set piece, so that the expanded stat range does not create an imbalance when facing off against 256 standard gear. The Classified Gear 5 and 6 piece bonuses, if unlocked, DO take effect even in Normalized play, creating a still unique element to the set.
Classified Bonuses
With these new gear options in 1.7, we will introduce an expanded range of bonuses as well. First off, keep in mind that Classified and Standard gear can be mixed to obtain the standard 2-4 piece bonuses for that gear set. This is a great method to make incremental increases to your loadout’s power by adding these Classified pieces in, with their higher main stat rolls. Once you gather up a full 4 piece of Classified Gear, the higher main stat rolls are essentially creating a stronger, more powerful version of your loadout.
Once a player hits the 5 and 6 pieces of Classified Gear in a single loadout, things really start to accelerate. The 5 pieces of Classified Gear of the same set bring a buff to the 2 and 3 piece bonuses, with some particular consideration to the individual bonuses. 2 and 3 piece bonuses from our existing gear cannot all be buffed exactly the same as that may cause some inconsistencies in the gear and balancing, but stay tuned for more details on those specific aspects.
The 6 Piece
Classified Gear brings something that many in the community have been asking for, a full matched set 6 piece bonus! This set bonus was designed to motivate players to fully invest in the gear set of their liking, with a gear set specific bonus that is in line with the identity of that set. So, for example if you run Striker, the Striker 6 piece can be expected to be a natural evolution of the existing identity of the Striker set.
Classy Recalibration
The team wanted to ensure that Classified Gear would be a major find for all builds, players, and kits. In order to add an extra layer of value and versatility to every Classified item found, we’ve decided to make two stats of each piece of Classified Gear able to be rolled at the Recalibration Station! What this means is that not only will the Classified Gear have higher ranges for their main stats, players will also be able to roll one main stat AND one major/minor stat on each Classified piece in order to min/max their build like never before.
How to Get Classified
Classified Gear is introduced as part of a Global Event, with the selected Classified Gear not only being the reward to kick off the event, but the debut of said Classified Gear. Throughout a Global Event, players can use their earned Tokens to purchase Global Event caches. These caches vary in Token price, but the chances for Classified Gear grows with each higher price cache. If a player chooses to participate in the Global Event at a lower than max (World Tier 5) tier, they will earn Tokens at a slightly slower rate. This is due to the fact that all Classified Gear is at the 256 level. Slower earned Token rate, slower rate of caches purchased means a slower rate at earning Classified Gear in lower World Tiers for the sake of balancing out and preserving the 256 only aspect of the pieces. With this structure, players can gamble on more lower price caches at the chance of Classified loot, or they can stockpile their Tokens and buy the highest price caches possible to maximize their chances. How you grind is up to you.
If the Global Event ends and you haven’t stocked up on the full Classified Gear Set you were hunting, have no fear. Classified sets from events get added to the common loot pool after the conclusion of the event, with a drop chance similar to Exotics in just about anything you do in game, including Field Proficiency caches and the like. This also allows the team a new route to incentivize different activities further down the line of The Division, by introducing options to earn Classifieds in new and interesting ways.
The Classified Firsts
To start with on the PTS at launch, we’ll be introducing six Classified Gear sets for testing purposes:
Classified Lonestar
Classified Final Measure
Classified Deadeye
Classified Sentry’s Call
Classified Striker
Classified Reclaimer
The team is still hard at work finalizing the specifics of these Classified sets and we plan to update you all on their attributes in the first round of the PTS patch notes. For now, we wanted to give a glimpse of the options that will be available for testing inside of the PTS. The introductory six sets are being implemented for testing purposes, with Classified Gear sets being introduced three at a time in the live environment, post Update 1.7.
Classified Gear presents a unique opportunity for Agents of The Division to hunt for an all new and exciting type of gear, while preserving their hard earned builds. As always, all of this is still somewhat subject to change pending a successful run of our Public Test Server. The team is looking forward to your results of that PTS as well. Please be sure to hit up the Official PTS Forums, once the server is live and be heard!
Thank you, Agents, for your support and dedication.
/The Division Dev Team

Global PTS Patch Notes (Update 1.7)
Last updated: 13:38 UTC, June 30th - Revision 3
Please understand that these Patch Notes are not final and will be updated with PTS modifications.
Additionally, please note that the new features mentioned are still being worked on and are therefore not in their final stages.
All of these new features will be available to all players. New feature: Global Events (not initially available on the PTS)
Global Events (previously known as Seasons) are time-limited events that add special modifiers to the PvE parts of The Division.
Taking part in a Global Event will award you Tokens that you can use to purchase Classified Gear caches (detailed below) and unique vanity items (that are currently not included on the PTS).
New feature: Commendations & Patches
Commendations introduce a series of 500+ challenges across several categories for agents to accomplish. Commendations cover all aspects and areas of the game, both for PvE and PvP.
Unlocking achievements reward the player with Commendation Score. Your tallied score is displayed to other agents.
Some special Commendations award a Patch, a brand new vanity item. These Patches are displayed on the agent’s arm, replacing the default Phoenix patch.
Not all patches are available on the PTS, with more being added once Update 1.7 goes live.
The requirements for certain Commendations have been altered on the PTS for testing purposes.
New feature: Face customization
The Base of Operations now include a room with an interactive mirror that you can use to change your agent’s appearance. You can find the room by turning right straight after you have entered the Terminal from the Base of Operation stairs.
New feature: Encrypted Cache
An Encrypted Cache is a loot container obtained from the Premium Vendor in the terminal. It requires a key to open.
Encrypted Caches contain unique appearance items, emotes and skins.
Cipher Keys are needed to open Encrypted Caches. These keys are created by collecting key fragments, which are available from normal gameplay. 10 key fragments are needed to create one Cipher Key. Keys can also be purchased from the Premium Vendor.
Unique appearance items from the Encrypted Caches are organized in Collections that can be found in the Vanity tab. Once a Collection has been completed, the agent will receive a reward.
Please note that the contents of the Encrypted Caches on the PTS are not 100% representative of what will be in the final product.
There is currently an issue with the Premium Vendor and the Encrypted Caches, which makes them impossible to use. This will be fixed and testable on the PTS in a future update.
New feature: Classified Gear Sets (available from the Advanced Weapons vendor on the PTS)
Classified Gear Set pieces are unique gear set pieces for pre-existing gear sets and will feature 5 and 6-piece bonuses.
Classified Gear Set pieces can initially only be received from participating in Global Events.
After a Global Event has concluded, the Classified Gear pieces can be found during normal gameplay, but with lower drop rates than during Global Events.
Six Classified Gear Sets will be included on the PTS for testing purposes, but once Update 1.7 goes live, three Classified Gear sets will be introduced for every Global Event.
The Classified Caches are available on the Advanced Weapons vendor on the PTS for testing purposes, but will be tied to Global Events once Update 1.7 goes live.
Primary Stat Ranges:
Classified Gear Set Primary Stat Range
1274-1401
Final Measure
5 Piece:
+15% Exotic Damage Resilience
+15% Protection from Elites
6 Piece:
Talent: Improved Final Measure
When a grenade is defused the player and all group members within 30 meters gain a buff based on the grenade type that was defused.
-EMP/Shock: Skill power increased by 15% for 8 seconds.
-HE/Incendiary: Weapon damage increased by 15% for 8 seconds
-Flashbang/Tear Gas: Armor increased by 15% for 8 seconds
Sentry
5 Piece:
+15% Accuracy
+15% Headshot Damage
6 Piece:
Talent: Improved Sentry’s Call
NPC targets can now receive up to six marks. After three marks, every headshot on the target has a 25% chance to spread a single mark to additional targets within 10 meters. At six marks, your headshot damage on the target is increased by 100%.
Striker
5 Piece:
+10% Stability
+5% Enemy Armor Damage
6 Piece:
Talent: Striker’s Persistence
Every hit adds a self-healing bonus for .1% of max health per second. This bonus is further increased by .01% for every 1000 stamina. Stacks up to 100 hits. Bonus is reduced by .1% every second. Bonus can be removed by EMP.
Reclaimer
5 Piece:
+15% Support Station range
+25% Support Station duration
6 Piece:
+50% Support Station revive time
+100% Support Station healing speed
+100% Support Station health
Talent: Improved Reclaimer
Support station gains a 25% chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 2% for every 1000 Electronics.
Exotics
NinjaBike messenger bag
Talent: NinjaBike messenger bag
Slots in with any equipped Gear Set item to fulfill a requirement towards unlocking a Gear Sets bonus. Can unlock bonuses from multiple sets simultaneously. Cannot unlock Classified Gear Set bonuses.
Known Issues with the Classified Gear sets on PTS1:
Classified Sentry 6 Piece Talent
Sentry 6 piece is not spreading marks to nearby enemies. This will be testable on the 1.7 PTS in a future update.
Deadeye
There are known issues with the WIP Deadeye Classified set that keep the 4 and 6 piece bonuses from working properly. Please refrain from using Deadeye in PTS 1. Deadeye reworked 4 piece and Classified sets will be fixed and testable on the 1.7 PTS in a future update.
Classified Lonestar:
There are known issues with the Lonestar 6-piece bonus. Please refrain from using Lonestar on PTS1. The set will be fixed and testable on the 1.7 PTS in a future update.
Classified Recalibration:
2 Stat recalibration is not yet activated for Classified sets.
Recalibrating the Primary stat on a classified gear piece is not working properly.
We are working on 2 stat recalibration and extended primary stat range recalibration to be testable on the 1.7 PTS in a future update.
There is currently an issue where Classified Gear can roll with lower stats than intended. This will be fixed on the 1.7 PTS in a future update.
Game changes Weapon Balance
SVD
SVD recoil and spread have been retuned to be in line with the M1A.
Seeker Mine explosion damage has been reduced from 900 to 600. Airbust Mod damage has been reduced from 300 to 120.
Gameplay
Fixed a bug where players could get the On Fire status effect even though they had 100% burn resistance. Note that players can still take damage from certain fire attacks, such as Cleaner flamethrowers.
Fixed a bug where players could run faster than they should by spamming the sprint button.
Talents
The Coolheaded & Determined talents will now have an effect on cooldowns for all skills, including Signature Skills.
Loadouts
Minor color tweaks has been made to make the Loadout UI more consistent.
Fixed an issue where switching mods on a Loadout while having a full inventory could override the backpack capacity.
Fixed an issue where a player cannot switch between two identical Loadouts using different mods while having a full backpack.
Fixed a bug where certain audio clips would loop
. Skills
Seeker Mine:
Fixed a bug where the Seeker Mine with Cluster mod would sometimes be unable to detonate on a target if the target was on top of a cover.
Support Station:
Fixed a bug where if an agent revived by another skill while in a Support Station’s area of effect would cause the Support Station to despawn.
Fixed a bug where an agent could not be revived by First Aid if they were being revived by a Support Station that was destroyed before the revive finished.
Fixed a bug where the Support Station would remain in the agent’s hand after deploying it.
Fixed a bug where an agent would sometimes not get revived if a group member used First Aid with the Defibrillator mod.
Fixed a bug where an agent would get revived if the agent was in the process of self-reviving from a friendly Support Station but tried to cancel the action.
First Aid:
Fixed a bug where the First Aid Defibrillator revive would not be prioritized over other slower revives while they were in progress.
Fixed a bug where the First Aid’s effect would be delayed while the projectile slowly descended to the ground.
Mobile Cover:
Fixed a bug where the Mobile Cover could be knocked down by other agents and enemy NPCs even though they were under immobilizing status effects.
Fixed a bug with Mobile Cover where an agent could be lifted above ground.
Fixed the description of the Mobile Cover Countermeasures mod so that it now clearly states that shooting a target while being in cover on it will pulse the target for 5 seconds.
Fixed an issue with the Mobile Cover Countermeasures mod where group members would not get the concealment when taking cover behind it.
Ballistic Shield:
Fixed a bug where the Ballistic Shield would not take damage from your own grenade or Sticky Bomb.
Fixed an issue with Ballistic Shield Riot Shield buff, where the agent could get multiple buffs by performing certain actions.
Other:
Fixed a bug where group member’s skill cooldowns would not be decreased when taking cover in an area affected by Smart Cover with the Recharger mod.
Fixed a bug where attempting to use a skill immediately after entering the Dark Zone would result in the skill going into cooldown.
Recovery Link can no longer be used while firing your weapon, similar to Survivor and Tactical Link.
Fixed an issue with the Turret’s target prioritization.
Missions
Fixed a bug in Napalm Production Site where an agent could defeat Joe Ferro inside his room before defeating his guards.
Fixed a bug in Grand Central Station where the turrets were reactivated after player death.
Fixed an issue where Hudson Refugee Camp became impossible to complete if the bosses are killed too quickly on Challenge Mode.
Fixed an issue in WarrenGate Power Plant where a door would refuse to open if the player dies before completing a certain objective.
Fixed several instances in different missions, including Russian Consulate and Napalm Production Site, where the player could get stuck or shoot through walls and floors.
Fixed a weird door in the General Assembly parking lot.
Underground
Fixed a bug where Underground Directives would not continue across Underground phases.
Fixed an issue with the Mad Skills Directive where the second skill would go on cooldown when the player aimed his first one.
Fixed a bug where the agent could fast travel to the Underground while carrying contaminated items.
Fixed some big weird doors in the Underground.
Survival
The rewards you get from Survival have been increased.
Reaching Tier 1 will rewards you with a Survival Cache instead of a Gear Cache.
Reaching Tier 2 will rewards you with one Survival Cache and one Weapons Cache.
Fixed a bug where the Punisher accolade on the end screen would always have a checkbox next to it even if it wasn’t completed.
Fixed several issues in the environment, where players could get stuck.
Fixed instances of the game freezing when leaving Survival.
Last Stand
Fixed instances of the game freezing when leaving a Last Stand match.
Fixed an issue with the positioning of a prop which could cause players to get stuck in tactical point A1.
Base of Operations
Stopped an evil Christmas tree by the Premium Vendor from trapping players.
World
Fixed a number of issues throughout the world such as:
Being unable to vault over certain objects.
Being shot by NPC’s through a wall by the entrance of the The Ward safe house.
Being blocked by invisible objects.
Getting stuck between objects.
Objects clipping through other objects.
Being able to glitch through various walls.
Floating flags and misplaces textures.
Fixed an issue where agents were able to jump off a roof in Turtle Bay.
We’ve stopped NPCs from following you into an elevator in Turtle Bay.
Fixed several places where hiding behind certain objects would stop enemies from engaging the agent.
Dark Zone
Fixed several issues in the DarkZone such as:
Agents sometimes receiving the Outside Playable Area message when in the The Armory landmark.
A lootable object in DZ7 being in an unreachable place.
Being able to glitch through a wall in the The Mall landmark.
Being unable to drop down from certain objects once the agent has climbed them.
Minor graphical issues in The Armory.
Moved several trashbags around so players wouldn’t get stuck behind them anymore.
Moved a rogue lamp.
NPCs being able to shoot through certain walls.
Fixed an issue where a Named NPC was missing from the The Basement landmark in DZ09.
Stopped NPCs from sneaking through a gap between a pair of doors and a rooftop in DZ09.
Fixed an issue where cleared Landmarks would not give out rewards.
The Named NPC “Beans” now belong to the correct faction.
UI
Blueprints are now shared across all characters on an account.
Consumables Caches are now available at the Dark Zone vendors.
Moved the position of the Loadout icon on items you have marked as a favorite to make it easier to identify them.
Added backpack capacity to the loot preview.
Fixed a bug where after dying and placing the cursor over a respawn location the highlighting of the option would appear on the bottom of the screen.
Fixed a bug where pressing back while having the option to disable sharing for an item would cause the item to be unshareable.
Fixed a bug where buying back items quickly could result in exceeding the inventory limit.
Fixed a bug where the “Sell” button at a vendor would be active even though there was nothing to sell.
Fixed a bug where you would get the wrong message when buying an item from any vendor.
When buying every item from the Appearance Vendor, you will now be able to see all your available currencies.
Fixed a bug where the Ubisoft Club Action Completed pop-up would show up every time the game was started.
PC Specific
Fixed an issue where an agent would right-click on an item and the text describing the options presented would flicker rapidly.
Fixed UI overlap which could occur when an agent was comparing items and then dragging an item over to share or dismantle.
Fixed an issue where agents could still use the scroll wheel while the Not Enough Space prompt was present.
Fixed a bug where the mouse cursor would sometimes not be present on the loading screen.
Fixed an issue where the Group Management menu would begin flickering when an agent hovered the cursor over a friend’s name.
Other
Fixed an issue where the NPC beating a dead body scene had no sound effects.
Fixed an issue with Tattoo saturation not changing between 0 – 30% during Character Creation.
Fixed a visual bug where an agent would continuously bleed if revived by a group member’s Recovery Link while another revive was in progress.
Added sound effects to the JTF officer knocking on bars in the Brooklyn Precinct. Maybe someone will actually hear him and help him out now.
The Blueprints Vendor in the Terminal should now speak again.
Agents no longer blink and move their eyes once killed. Say no to zombies.

UPDATE 1.7: GLOBAL EVENTS
06.09.2017 12:00PM
Global Events, previously referenced by their working title of Seasons, are designed to give a jolt to the open world of The Division by offering a new way to experience post-Green Poison NYC. These events take place in the PvE world at the end game level of play.
It is important to note something here:
Everything you’ll see and read here is still very much a work in progress, pending a successful PTS round. Please keep this in mind, and provide any feedback you have via our official forums.
Modifiers and More
These Global Modifiers also will be linked to events and stories that are happening in New York, providing an extra layer of lore to the player.
Aside from the global modifier, separate custom modifiers are available to tailor the Global Event experience to your liking. These custom modifiers are available only on a special Global Event Playlist that will contain not only main missions, but also Incursions!
Choose from a set of Activity Modifiers to put your own preferred twist on the Global Event or a set of Group Modifiers to test your squad’s teamwork and cooperation. There are some quick distinctions to be made between the three major types of modifiers in the Global Events.
Tokens, Caches, Cosmetics, and More!
Tokens can be earned across all Global Event activity sessions, both player modified and unmodified. These tokens can be used in our new Global Event vendor to purchase sealed caches containing some new elements to The Division world. Unique Vanity items will be created to reward players during these Global Events, and we’ll have more news on the various other new rewards in the coming weeks.
Global Modifiers
The Global Modifiers, or the event itself, are always going to be a positive modifier that is specifically designed to assist the player in the game world. These can be an aid to the player as well as a source of new experiences, and should help any players struggling with a specific piece of content not only complete it, but complete it in a new and interesting way.
Group Modifiers
And finally, Group Modifiers. These specific modifiers are the next step in the evolution of the Activity Modifier. They retain the positive element of the Global Modifier, the extra challenge of the Activity modifier, and add an extra layer of group required tactics to the mix. These will require some coordination and teamwork, but the benefit is BIG.
Activity Modifiers
Activity Modifiers on the other hand are not only positive to the agent, they also add a slight challenge on top to push the player to a new height. Think of them as something that will work in tandem with a Global modifier to bring you the same bonus, but at a slight cost.
Similar to how Underground Directives work, these modifiers, as well as the World Tier you’re playing within will earn you more Tokens.
Currently, Global Events are planned to run once a month, for one full week. The team will be using the time between Global Events to run more of our Double Reward style weekend events to create a full calendar of activities for the faithful agents of The Division.
Stay tuned for more information in the coming weeks that will highlight our new cosmetic items, gear, and more!
/The Division Dev Team

QUALITY UPDATE 1.6.1 – PATCH NOTES
05.22.2017 05:00PM
New Feature: Loadouts
Loadouts offer players the chance to save their equipped Weapons, Gear, Skills and Talents to Loadout slots, allowing for quick swapping of builds to be used for different activities.
Players will be able to create and save up to 6 Loadouts per character.
Each Loadout can be directly equipped when out of combat.
Gameplay
Aim assist will no longer be activated when players hip-fire with a controller.
Fixed several bugs that could prevent players from being revived by skills or player interaction if they were previously being revived by a support station and this revive was canceled for various reasons.
Fixed instances of HVT bosses remaining stuck in their spawn room preventing completion of the contract.
Fixed instances where players would be stuck “in combat” with NPCs outside of the mission area after completing a mission.
Fixed a bug where Resistance to Status Effects would still be counted as a chance to resist the effect altogether, on top of reducing its duration. The resistance value will now correctly only reduce the duration of a Status Effect.
Fixed a bug where a few fire extinguishers would deal high amount of damage to NPCs in some missions. For consistency, fire extinguishers in the entire game will no longer deal any damage and only apply the disorient effect to NPCs.
Fixed a bug where grenades thrown by LMB grenadiers would sometimes apply stagger and damage before they actually detonated.
Items
Backpack capacity will no longer be randomly generated for all High-End, Exotic and Gear Sets backpacks. Instead, they will all have a capacity of 110 (120 with all Base of Operations perks unlocked). This change is retroactive.
Level 34 extended magazines will now roll between 109% and 121% extra magazine size (instead of 109 to 111%). This change is not retroactive.
Existing old level 33 extended magazines that had a magazine size bonus above 108% will be reduced to 108%.
Nimble will now apply healing over time in 4 ticks over 4 seconds.
NinjaBike Backpack has been removed from all loot tables until it can be correctly revamped. That means that it will no longer drop from NPCs or in Exotic Caches.
Fixed a bug where some items could not be recalibrated to the maximum stat range that was displayed at the recalibration station. (reported by Bratwurst.Bob)
Fixed a bug with Path of the Nomad where the four-piece talent cooldown progress would reset upon death in Last Stand. (reported by Koto2016)
Fixed a bug with Tactician’s Authority where the 4 piece bonus wouldn’t reset correctly when starting a back-to-back Last Stand game session.
Talents
Fixed a bug with Shrapnel where the bleed effect would not correctly apply to nearby enemies when using the 4 pieces Predator Gear Set.
Fixed a bug with Triage where the cooldown reduction would not display properly in the UI. (reported by Morph2o)
Fixed a bug with Rapid talent where the cooldown reduction would not display correctly in the Skills menu. (reported by AngeliusMefyrx)
Fixed a bug with Nimble talent where the player could be revived by the talent if they died during cover to cover movement.
Fixed a bug with Fear Tactics where the shock effect would not correctly apply to nearby enemies.
Fixed a bug with Wildfire where the burn effect would not correctly apply to nearby enemies.
Fixed a bug where the Pakhan talent would only work on NPCs and not on players.
Weapons
Burst fire weapons will now have a maximum RPM, making it impossible to reach non-burst rate of fire with specific control modifications. This includes Burst Fire MP5, FAL and 93R.
Base Flinch has been significantly reduced on all weapons. This change affects both PvP and PvE (NPCs weapons will cause less Flinch).
Skills
Seeker Mine - Airburst
Fire effect has been reworked into a real status effect that can be cleansed using MedKits.
Stagger effect has been completely removed from this mod.
Signature Skills:
Fixed a bug where players would sometimes not receive the correct bonus Signature Skill cooldown reduction when killing NPCs or other players.
Fixed a bug where throwable skills would become unusable after the player receives a status effects while aiming them.
Fixed a bug with Ballistic Shield where the player could end up shooting his own shield when reloading and interacting with the Shield deployed.
Fixed instances of incorrect animations when using the Ballistic Shield with the D3-FNC Gear Set and an SMG.
Fixed the description of Mobile Cover - Blast Shield that did not clearly indicate that it also applies a blind effect to hostiles.
Fixed a bug where players would not be healed by First Aid if they are damaged while in the radius of the skill.
Fixed a bug where the slowing effect of bleed would apply multiple times on a character using a ballistic shield.
Fixed a bug with First Aid Booster Shot where applying the skill another time while the buff was still active would not refresh its duration.
Fixed a bug with Ballistic Shield when using 4 piece D3-FNC where the mod bonuses would still apply despite what the Gear Set talent states.
Missions
Fixed a bug in Grand Central where the turrets would remain active after completing the mission. (reported by Pardone39)
Fixed a bug in Time Square Power Relay where the boss could run outside of the mission area. (reported by Bratwurst.Bob)
Fixed a bug in Napalm Production Site Legendary mode where the mission could stop working if players stayed idle for too long.
Fixed a bug in Hudson Refugee Camp where doors could remain closed when a turret was used in proximity.
Fixed a bug in Napalm Production Site where players would be unable to complete the mission if they fast travel during the “Escape the building” step.
Incursions
Stolen Signal
Fixed a bug where Curveball would stop throwing grenades during the fight.
Fixed a bug where a Heavy Riker could move too slow and therefore not give enough time to players to kill him before the timer runs out.
Fixed a bug where a Heavy Riker could remain stuck in the spawn location in the Boss room.
Fixed a bug where Checkers would not show in specific conditions.
Fixed a bug with several incursions where the final enemy waves would not spawn in specific situations.
Underground
The Ammo crate was moved to a new location at the beginning of a new Underground phase to make it easier to access.
Fixed a bug in Secure the Intel missions where the last objective “Recover the Report” could be located outside of the map, making the mission impossible to complete. (reported by TheNenah)
Fixed a bug where players could be stuck in an unplayable dungeon if they disconnected in the last room of a dungeon.
Fixed a bug where the player would face the elevator instead of the stairs when returning to the Terminal from the Operation Center.
Survival
Fixed a bug that would allow players to group in a Solo Survival session.
Fixed several locations in Survival where players could end up stuck.
Fixed several instances where the Hunter would not spawn for players standing at specific locations when another player triggered an extraction.
Fixed a bug in Survival where a group of two would be disbanded if one member would be disconnected and reconnect immediately.
Fixed another weird door.
Last Stand
Added Proficiency Marks to Last Stand: Proficiency Marks are awarded to the player who scores the highest in a particular gameplay role.
Each team gets their own list of Proficiency Marks.
Multiple Proficiency Marks can be given to the same player.
Proficiency Marks are updated in real time throughout the match on the scoreboard.
Earning one or more Proficiency Mark will boost the player’s personal score at the end of the Last Stand game.
Improvements to Team Management menu: Players can now consistently view members of the Allied group and use the mute/inspect functionality as they would with members of their own group.
Signature Skills Passive resource gain from killing NPCs and players will no longer apply in Last Stand as it was working very inconsistently. Resource gain from other sources like Talents will still work.
Improvements were made to the Spawn logic to limit the possibility of Spawn camping.
Improvements were made to some Fortification areas to improve fortification turrets line of sights.
Fixed a bug where players could be stuck in loading when starting back to back Last Stand game sessions.
Fixed a bug in Last Stand where players could capture a neutral or enemy point while in dead state.
Fixed several instances where players could respawn in unplayable areas when killed in certain locations.
Fixed a bug where players would be able to shoot through the tactical locations on some maps.
Fixed a bug where the health bar of turret fortifications may not correctly display to the player.
Fixed a bug where an incorrect message would display when a player who had not fully completed the Last Stand introduction mission would try to matchmake.
Fixed a bug where players were able to matchmake for Last Stand without completing the Last Stand tutorial mission first.
Fixed several instances of game crashes during Last Stand gameplay.
Fixed a bug where players were able to activate consumables before a Last Stand match began.
Fixed a bug where fortification turrets could sometime shoot through specific walls.
Fixed a bug where players joining an ongoing Last Stand session would in some cases not correctly see all spawn locations available on the map.
Fixed a bug where the Megamap may become unavailable when opened before the match begins.
Fixed a bug where the Player Report screen would overlap with the Last Stand end match screen.
Fixed a bug where Enemy fortifications would sometimes show in Blue instead of Red in the starting location of the enemy team.
Fixed a bug where the Pulse fortification would sometimes not work correctly.
Fixed a bug where using Recovery Link in proximity of an enemy who used Recovery Link just before would lead to the skill being unusable after its cooldown. (This bug only occurred in Last Stand)
Fixed a bug where the Dark Zone Rank Up visual effect may appear on other players in Last Stand.
Fixed a bug where players were able to matchmake into Last Stand when they had contaminated items in their inventory.
Fixed a bug where weapon talent requirements would not correctly scale to their Gear Score 256 value if the player entered a Last Stand mode with weapon below Gear Score 256. (reported by a5onAPUSHexam)
Fixed a bug in Last Stand where the Gear Score may be displayed instead of the Last Stand rank in the group management screen.
Fixed a bug where players joining a session in progress would not see any player information on the matchmaking screen.
World
Fixed several instances of graphical corruption in various locations of the game.
Fixed several instances of incorrect lightings.
Fixed several instances of disappearing props in the world
Fixed several instances of incorrectly placed props.
Fixed several instances of missing textures.
Fixed several instances where players could end up outside of playable area.
Improvements were made to collisions and cover in several areas of the map (Open World and Dark Zone).
Improvements were made to several locations where players could end up stuck.
Dark Zone
Added rewards for clearing a Landmark in the Dark Zone. Players will now receive Dark Zone experience, currency as well as one non-contaminated item directly to their inventory.
Significant Level Design changes and improvements were made to several locations in the Dark Zone to limit unfair encounters.
Fixed an issue where some Landmarks would not show as cleared after all NPCs had been killed. (reported by illneptune)
Fixed several instances of Landmarks not spawning second wave of enemies after the first wave was cleared.
Fixed a bug where clearing a Landmark or a Dark Zone Supply Drop in a DZ bracket below level 30 would show 0 Phoenix Credits awarded. The reward screen will no longer list Phoenix Credits as reward in a DZ bracket below level 30.
Fixed a bug where the named NPC was missing at the Arch Plaza Landmark in DZ04.
Fixed a bug where the Dark Zone North mission could break if multiple group members would interact at the same time with desk in the DZ09 safehouse.
Fixed a bug where players would be unable to fast travel to Dark Zone checkpoints if they were unlocked from within the Dark Zone.
Fixed a bug in DZ09 Landmark Greenhouse where enemies would not spawn if players were standing too close to the spawn location.
UI
Inventory tab bar will no longer appear when inspecting an item.
Removed the UI sound playing when the HUD would autohide, as it would repeat too often and become annoying.
Added a new setting to allow players to adjust their aim sensitivity while looking through a scope.
Fixed a bug where resisting a Bleed effect may not be correctly indicated to other players.
Fixed a bug where items available in the Reward Claim Vendor would display at “0” quantity.
Fixed a bug where the UI would disappear during a Last Stand match.
Fixed a bug in the Dark Zone where the “Loot” button would display the text “Contaminated” if the player’s inventory was full when trying to loot with the examine option.
Fixed a bug in the Dark Zone where the “Item stolen” message color could be inconsistent with the quality of the stolen item.
Fixed a bug where the Dark Zone rank may be displayed incorrectly in the Friends and Group panel.
Fixed a bug where where the “Sell in Bulk” confirmation screen would show twice.
Fixed several instances of incoherent ISAC GPS pathfinding.
Fixed a bug where clicking on “Scroll Up” and “Scroll Down” buttons in specific menu would not actually scroll the page.
Fixed a bug where selecting any matchmaking on the Megamap could lead the player to be matchmade to Last Stand even if they chose another activity. (reported by Ins0mn1ac13)
Fixed a bug where Grenade types would change position randomly on the Grenade Wheel.
Fixed a bug where the Appearance Vendor menu couldn’t be closed when it was empty.
Fixed a bug when acquiring new vanity items where the amount of new items would also show on the pouch tab.
Fixed a bug when comparing items from a Vendor menu where the stats displayed for the equipped item could be incorrect.
PC Specific
Added a new Control Setting to allow players to select their Gamepad detection mode.
Several improvements were made to improve texture and model loading speed.
Fixed a bug where scope aiming could be offset when having dual display set to left or right in the settings.
Fixed a bug where pressing ESC to go out of Stash menu may make the UI disappear until ESC is pressed again.
Fixed a bug where players would be unable to scroll through their contaminated items if they had more than 5 in the inventory.
Fixed a bug where players would be unable to type in the chat window on the Last Stand post match screen.
Fixed a bug that could cause rapid camera jumps in the Base of Operation entrance.
Fixed a bug where turning v-sync off could lead to increased loading times.
Fixed a bug where rebound key bindings to use a combination of keys would only illuminate one of the keys when using a Logitech LED keyboard.
Fixed a bug where the key bound to Scoreboard would not illuminate when using a Logitech LED keyboard.
Fixed a bug where fps could drop significantly when the frame rate limiter option was activated.
Other
Fixed a bug where players could be disconnected from the game after buying Premium Credits.
Fixed a bug on Xbox One where the game could crash when finishing a streaming installation.
Fixed several instances of appearance items causing graphic glitches and clipping.

https://ghost-recon.ubisoft.com/wildlands/en-GB/news/detail.aspx?c=tcm:154-290620-16&ct=tcm:154-76770-32
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Title Update 4 draws much of its focus from player feedback, including several quality of life changes for co-op and solo play and a suite of new HUD and UI options.
Co-op players will be able to alert their squad mates when dying,
and tagged resource crates will be granted to every teammate in the collecting player’s zone.
Downed players will redeploy at the mission starting point, rather than at a random location in the world,
and there is now a brief window of time to take down an alerted enemy before a stealth mission is failed.
Title Update 4 will also usher in season two of the Live Season Challenges, with a new focus, new challenges, and new rewards! Additionally, Challenges will now include some additional gameplay parameters such as difficulty or HUD settings. You can follow along with the new episodes at the Ghost Recon Network.
A new round of improvements and bug-fixes will be implemented with this patch. For example, the introductory Kingslayer video no longer triggers upon launch, and full magazines are no longer consumed when a suppressor is applied to a weapon in the gunsmith menu.
Finally, Title Update 4 paves the way for the upcoming Fallen Ghosts DLC, first announced here. Stay on the lookout for more intel about Fallen Ghosts, coming soon.
You can follow along with which issues are currently being investigated on our official forums’ Known Issues list.
HUD AND UI IMPROVEMENTS
Improvements to the HUD include splitting several broad HUD options into a wider variety of more granular options. Please note that some of these were already implemented on the TU 3.5 update for PC, but are now fully and officially implemented across all platforms:
-“Contextual Actions” has been split from “Input Reminders”
-The “Markers” HUD option has been split into six distinct types of markers, each of which can be toggled on or off—"Objective markers", "communication markers" "enemy/rebels markers" "Item & location markers" "sync shot" "alert markers"
-A new option has been introduced to toggle detection clouds on the minimap
Additionally, deactivating the Sync Shot HUD markers will no longer prevent your AI teammates from using the Sync Shot ability! These improvements, and more, are listed below.
MISSIONS/NARRATION
-In "Nidia's Cash" :
-Fixed a bug where the rebels wouldn't follow the player
-Fixed a bug where the player couldn't interact with the laptop again after being killed while using it
-In "Madre Coca" :
-Fixed a bug where the rebels wouldn't enter their cars if affected by external stimuli
-In "General Baro" :
-Fixed a bug where killing the general before reaching the meeting point would not result in a game over, preventing player progression
-In "The Bank Heist" :
-Fixed a bug where the wrong path would be displayed on the GPS
-In "The Mole" :
-Fixed a bug where the mission couldn't progress if the Mole was affected by an external stimuli
-Fixed a bug where the player would be prompted with "Mission Failed" after triggering a Rebellion Rising convoy while having another main mission active
-Fixed various other triggers preventing or disrupting mission completion
USER INTERFACE
-The Kingslayer intro video no longer triggers at each boot
-Fixed a bug where HUD elements would appear greyed-out when activating HDR
-Fixed a bug where the wrong character would be displayed when selecting a different save slot
-Fixed a bug where an incorrect maintenance time would be displayed in the notifications
-Added new options in the HUD settings :
-"Input reminders" was split into "Input reminders" and "contextual actions"
-"Markers" was split into "Objective markers," "communication markers," "enemy/rebels markers," "Item & location markers," "sync shot," and "alert markers"
-Added "Detection clouds" - the players can now turn off the enemy detection clouds on the MINIMAP
-Fixed a bug where the difficulty setting would change for each save slot instead of remembering -player preferences for every slot
-Fixed a bug where the "NEW" marker would remain active on already-owned inventory items
-Added in-game time & latitude/longitude information to the tacmap
-Fixed a gunsmith bug where the attachments would appear offset
CO-OP
-Fixed a bug where players couldn't finish the final mission if hot-joining after the first mission steps have been completed by another player
-Fixed a bug where only the host would have a GPS trail in the first mission
-Added the possibility for players to warn their teammates that they’re down
-Players will now redeploy at the mission starting point when dying instead of respawning randomly in the world
GAMEPLAY
-Fixed a gunsmith bug where the player couldn't edit any other weapon than the last used
-Fixed a bug where the rebel skills would re-lock if entering main menu during cooldown
-Fixed a bug where the helicopters wouldn't attack the rebel radios when the player is hiding
-Fixed a bug where equipping a suppressor in the gunsmith would consume a full magazine when returning in-game
-Players can now equip the handgun by double-tapping the button even when all weapons are holstered
-Fixed a bug where the AI teammates couldn't perform a sync shot when markers where deactivated in the HUD
-Fixed diversion grenades not working when the enemies are investigating the player's position
-Fixed a bug where resources could be tagged twice if killed while claiming them
-Resource crates are now granted upon collection to every teammate in the player's zone
-Improved aim consistency when shooting behind cover
-Fixed a bug where NPCs wouldn't detect the player when swimming next to them
-Rebel skills now have separate cooldowns timers
-In stealth missions, players now have a short time to kill alerted enemies to avoid failing the mission
-Challenges now include different goals based on difficulty and HUD settings
-Fixed a bug where the Unidad would stop spawning even if the alert level is still active
-Fixed a bug where the SVD sniper scopes would be misaligned when switching between zoomed in and over the shoulder
AUDIO
- Fixed some NPC Dialogue barks:
- Incoming Grenade
- Entering combat
- Chopper down
- Added some NPC Dialogue barks:
- Destroying alarm panel
- Chopper reinforcement incoming
-Radios will remain on/off from vehicle to vehicle according to the last player input
-Fixed a bug where picking up a medal could trigger the same dialogue twice in the same session
-Fixed a bug where the "missile incoming" sound would remain active when the player jumped from the helicopter
-Fixed a bug where no SFX would be played when equipping suppressors
GRAPHICS
-Various animations polished
-Various camera transitions polished
-Fixed a bug where dead enemies' weapons would get stuck in walls
WORLD
-Fixed several walls through which the players could be spotted and shot
-Fixed several spots where the player could get stuck or fall through the map
-Fixed a bug where traffic vehicles would sink into the ground or jump when crossing bridges
-Repositioned some items that were impossible to pick up
-Something was seen roaming the mountains
STABILITY
-Fixed various crashes
-Fixed various connectivity issues
NARCO ROAD
-Fixed an issue where perma-boost from SP was not available on PS4
-Fixed a bug where the player would lose main game progression when entering the DLC
-Fixed a bug where one player driving an air spray plane could trigger another player's air spray
-Fixed a bug where using nitro for an extended period of time could create graphical corruption
-Fixed a bug where an air spray activity could fail with no reason
-Fixed a bug where the spy percentage would not progress after a mission failure
-Fixed a bug where the activity vehicles would only spawn for the first player
-Fixed various crashes
-Fixed various installation bugs
-Fixed various network bugs
PC-ONLY BUG FIXES
-Fixed an issue where if the user would turn on Left Handed mode in the Keyboard and Mouse menu, the Fast Travel option would no longer work
-Fixed an issue where the detection gauge and the damage direction arrow would still be displayed on screen after hiding the HUD
-Fixed an issue where the reward icons in the Challenges menu page would not be correctly displayed
-Fixed an issue where the game would display a black screen on AMD hardware when using the Eyefinity setup in full screen mode
-Fixed an issue where the game would auto restart itself after selecting Quit to Desktop from Narco Road DLC
-Fixed an issue where the 360 screenshots made with NVIDIA Ansel while having the thermal vision ON, would display graphical corruptions
-Fixed an issue where the PS4 controller would lose its vibration during gameplay
-Fixed an issue where the game language would change itself after a game restart on Steam

Some mini patch notes for week 3 pts. Details below
----------------------
http://forums.ubi.com/showthread.php/1656085-PTS-3-May-5th-2017-Forums
Game changesWe’ve been receiving a lot of feedback on the Loadouts feature, but one aspect stood out above any other ones: the lack of inventory space due to Loadouts require items to be in your inventory. To address this, we looked at ways to increase inventory space, and used this opportunity to answer a quality of life change that had been suggested in the past: removing the RNG roll in backpack capacity.
Backpack capacity will no longer be randomly generated for all High-End, Exotic and Gear Sets backpacks. Instead, they will all have a capacity of 110 (120 with all Base of Operations perks unlocked). This change is retroactive.
The NinjaBike backpack is considered by most as a very underwhelming item, and we agree. While we don’t have the bandwith to revamp it for Update 1.6.1, we have however decided to remove it from all loot tables in order to make sure to avoid the frustration to receive a Ninja Backpack instead of any other more interesting Exotic.
NinjaBike Backpack has been removed from all loot tables until it can be correctly revamped. That means that it will no longer drop from NPCs or in Exotic Caches.
Bug fixes
Fixed a bug in DZ02 where players could suffer invisible collision in the stairs newly added at the “Coward’s Corner”.
Fixed a bug where players could still be revived with Nimble when dying during a Cover to Cover move.
Fixed a bug in DZ09 Landmark Greenhouse where enemies would not spawn if players were standing too close to the spawn location.
Fixed several instances of Support Station buff remaining active on the player after they left its range.
Fixed a bug with First Aid Booster Shot where applying the skill another time while the buff was still active would not refresh its duration.
Fixed a bug with Ballistic Shield when using 4 piece D3-FNC where the mod bonuses would still apply despite what the Gear Set talent states.
[PC] Fixed a bug where fps could drop significantly when the frame rate limiter option was activated.

http://forums.ubi.com/showthread.php/1646206-PTS-2-April-27th
Gameplay changesHip-fire has been and still is a very important and consistent discussion since the release of Last Stand. While we want to look at hip-fire as a whole for future updates, for the time being we want to address the most pressing matter that has been reported by the community: hip-fire aim assist when using a controller.
Aim assist will no longer be activated when players hip-fire with a controller.
A new weapon was found on the PTS, the LMG M249 SAW. This weapon is still a work in progress and scheduled to be released in a future update.
Removed the M249 SAW from the pre-made character on the PTS.
The changes to Nimble with this PTS have generated a lot of feedback and discussions and we find ourselves agreeing with players mentioning that the combination of the heal over time and the restriction forcing players to stay in cover has proven too strong. We have decided to remove the “stay in cover” condition and let the heal over time run its course whether the player stays in cover or not.
Nimble: the requirement to stay in cover to receive the heal has been removed. Nimble will now heal 2% per meter over the course of 4 seconds, whether the player stays in cover or not.
Finally, while we announced our intention to change the damage of Airburst seeker mine and move some of it from burst to fire, we actually didn’t implement this change in the first iteration of the PTS contrary to what was mistakenly written in the Patch Notes. We had however indeed removed the stagger and also modified the fire effect to become a real fire status effect that can be cleansed by the player. Looking at the feedback and our own experience on the PTS, we believe that these changes might actually be enough to bring airburst in check without penalizing players who invest in Skill Power too much. We will keep monitoring the situation but right now we are not considering changing Airburst any further.
Airburst Seeker Mine damage was NOT changed in PTS 1 and will remain unchanged for Update 1.6.1. Stagger effect was however indeed removed.
Fire effect has been reworked into a real status effect that can be cleansed using MedKits. (this change was already implemented in PTS 1)
Bug fixes
Fixed a bug where Grenade types would change position randomly on the Grenade Wheel.
Fixed a bug where items couldn’t be marked as Junk in the Stash menu.
Fixed a bug where the Pakhan talent would only work on NPCs and not on players.
Fixed a bug that could create a delay when trying to deconstruct an item that is part of a Loadout from the stash.
Fixed a bug where the Appearance Vendor menu couldn’t be closed when it was empty.
Fixed a bug when acquiring new vanity items where the amount of new items would also show on the pouch tab.
Fixed a bug when comparing items from a Vendor menu where the stats displayed for the equipped item could be incorrect.
Fixed several instances of missing sounds in the Loadout interface.
Fixed several instances of various buttons working inconsistently in the Loadout interface.
Fixed several instances of Mobile Cover becoming invisible to the player.
Fixed a bug where players would not be healed by First Aid if they are damaged while in the radius of the skill.
Fixed a bug where the slowing effect of bleed would apply multiple times on a character using a ballistic shield.
Fixed a bug in Survival where a group of two would be disbanded if one member would be disconnected and reconnect immediately.
Fixed a bug where players joining a session in progress would not see any player information on the matchmaking screen.
Fixed a bug where NPCs at the landmark The Boiler would not respawn after the contamination event ends.
Fixed a bug where the reward pop up would not always appear when clearing a landmark.
[PC] Fixed a bug where players would not receive a Loadout warning when dismantling an item using the drag and drop method.
[PC] Fixed a bug where players would not receive any feedback when trying to switch to a Loadout that has insufficient backpack capacity when using keybindings.

Large Patch today (March 22nd)
https://ghost-recon.ubisoft.com/wildlands/en-GB/news/detail.aspx?c=tcm:154-286964-16&ct=tcm:154-76770-32
Highlights -
Option to turn off the radios in the game by default
Option to choose the type of vehicle you want to spawn when using the “Drop Vehicle” rebel skill
Correcting the option with HUD disabled where you couldn't select the type of Intel to receive after an interrogation
Added a notification when the system is low on free RAM and starts writing to the virtual memory.
Fixed an issue causing framerate drops when the saving icon was being displayed.
Fixed an issue where the menu was lagging while running the game on a Hard Disk Drive.
...as well as a chunk of bug fixes.

Last Stand NormalizationWith PTS4, normalization will roll the max stat for all gear bonuses, gear mods, performance mods and weapons mods – in addition to the previous max rolls for major stats, weapon damage and weapon attributes – which means that your entire character will be scaled to a fully min-maxed 256 build. Your goal when putting together a build for Last Stand should now be completely focused around creating a build that suits your playstyle, instead of only trying to find a build where the stats are rolled fully to your advantage.
Normalization now rolls the max Gear Score 256 stat for
Your Gear major/minor bonuses
Gear Mods
Performance Mods
Weapon Mods
Major stats
Weapon damage
Weapon attributes
Fortifications We have always wanted fortifications to help a solo player defend a tactical location, especially if the attacking team was not approaching tactically. With the previous tuning players were able to tank and heal against the turrets but the actual Time to Kill for the turret was fairly long. We are making the turrets more lethal if attackers are not playing smart, which should also help solo defenders hold down their home tactical location. The Pulse fortifications have not been changed.
The damage of the turret fortifications has increased by 40%. The health of the turret fortifications has decreased by 25%.
Join on the Fly The issues we had with joining a Last Stand match already in progress during PTS2 have been resolved, and you are once again able to join on the fly. Also, players who joined as a group should no longer randomly be split up at the end of a match.
You can now join a Last Stand match already in progress again.
Mercy Rule We continue to tweak the Mercy Rule and we will continue to adjust it as we gather more data. For now, we want to try to keep it more aggressive and see what players think. We would love to hear your feedback on this aspect.
Mercy Rule now activates at 10 minutes instead of eight.
Personal Score Up until now, the scores used to calculate rewards at the end of the match were placeholders until we had more data on what kind of scores we could expect during a match. With PTS4, the score thresholds for Last Stand rewards have been increased. If your team wins the match, you will always get a win cache, no matter your personal score.
The Last Stand score thresholds are now 3000 for 1 cache, 6000 for 2 caches and 15 000 for three caches.
Game changes Combat Time to Kill was too fast during PTS3 and didn’t give enough time to work skills into encounters, so we’re lowering the PvP damage multiplier in PTS4. This change is subtle and should not dramatically affect the current pace of PvP. Additionally, with the updated normalization discussed above, players are going to be more lethal in general, which means we need to pull back the Time to Kill slightly.
The PvP damage multiplier has been lowered from 0.46 to 0.42. This change applies to both Last Stand and the Dark Zone.
WeaponsHistorianThe Historian has been given back its base damage, which means that headshots and critical hit chance will once again have an effect on its performance. As noted during PTS3, the idea is to have a weapon that scales very well with Firearms, so we have given its explosive damage a further boost.
The explosive damage will now equal 700% of the user’s Firearms.
SMGsDuring the testing of normalization in Last Stand, we had the opportunity to observe legacy SMGs that still had Critical Hit Chance on them in action. While we had initially planned to remove those weapons from the game, we realized that they were in a good place and that people really liked playing with them. Because of this, we decided to give back Critical Hit Chance to all SMGs instead.
SMGs have been given back their Critical Hit Chance, with a maximum roll of around 22%.
Bug fixes
Fixed a bug in Last Stand where the player’s Last Stand rank was not displayed correctly.
Fixed a bug in Last Stand where the player would not receive credit for reviving teammates using Support Station.
Fixed bugs in Last Stand where the scoreboard would not display correctly.
Fixed a bug where players would be stuck at a vendor if the group leader canceled matchmaking for Last Stand.
Fixed a bug in Last Stand where kill notifications while the Points for Kills perk was active did not display correctly for the opposing team.
Fixed a bug in Last Stand where the player would spawn in the Dark Zone next time they log in after using Alt-F4 to quit the game.
Players can no longer open caches when in a Last Stand match.
Fixed a bug with Mobile Cover where talents Adept, Competent and Capable would stay active until either the cover was destroyed or the player changed cover.
Fixed a bug where sometimes the player would lose input functionality after closing the stash.
Fixed a bug where backpack skins did not display properly on the NinjaBike messenger bag on female characters.
Fixed a bug where your Turret and Seeker Mines would attack your own Support Station when Rogue.
Fixed an issue with the Distracted talent where it would always be active when shooting at an enemy’s body even if no status effects were active.
Fixed a bug where Banshee’s Shadow 4-piece bonus would stop working after changing phases.
Fixed a vendor bug where the player was unable to use the mouse to select the item they wanted to buy.
Fixed a bug where the LMB pants awarded from Legendary missions looked different on female character models.
Fixed a bug where the Defibrillator’s heal over time would not be renewed on multiple uses of the skill.
Fixed a bug where Seeker Mines with the Airburst mod would stay active even after being hit by an EMP effect.
Fixed a bug where a Favorited item could be accidentally marked as junk.
Fixed a bug where the Premium vendor would lose functionality if all items were bought.
Fixed a bug where the Signature skill cooldown would not update on the party’s UI if used outside of party range.
Fixed a bug where Dark Zone leaderboards would not display.
Fixed a bug with the Chromatic aberration graphical setting.

[I'll tidy up the formatting when i get home but fair few changes abd redos]
Last StandMany players mentioned that TTK a player in Downed State was too long and enforced players to engage at short range in order to be able to finish off their opponent in Melee. We want to try a shorter TTK against players in Downed State and see the impact it will have on long-range engagements.
Reduced Downed State health by 50% in Last Stand. This means downed players will be killed twice faster than in PTS 2.
Another issue in Last Stand is the scarcity of Medkits as a whole. As a first step, we will now grant maximum Medkits to players when they respawn.
Players will now always be set to 5 Medkits when respawning after death.
We also lowered the health of Skill proxies in Last Stand, to make them easier to destroy by other players.
Skill proxies have their health reduced by 50% in Last Stand only. Affected skills are Support Station, Turret and Seeker Mine.
NormalizationOne of the major complaints that appeared with Normalization was the sudden prevalence of Armor damage mitigation and its impact on PvP fights; this is addressed in PTS 3. Reducing the set Damage Mitigation will not only allow for a more consistent Time to Kill, it should also shift the Skill Power Meta that appeared during PTS 2, as weapon damage will become much more valuable. In addition, we have decided to try something different with Major and Minor bonuses on Gear, as we realized that their impact on PvP was minimal and players started avoiding the scaled major bonuses in favor of those that were not scaled. The result should be an experience that evens out the playing field, just enough for players to feel confident when jumping into Last Stand while not completely negating the importance of character building.
Reduced set Armor Damage Mitigation by 50% from 70% to 35%.
Armor will now respect Talents and Skill buffs.
Major and Minor bonuses are no longer normalized and apply as in normal gameplay.
All Weapons stats will now roll at maximum. (such as headshot damage bonus on Marksman Rifles)
Personal ScorePlayers were receiving much higher than anticipated scores on PTS2 from certain activities. These changes are a first attempt at making it so PvE and PvP focused players can achieve comparable scores.
Reduced the amount of score earned from additive kill marks. (Headshot, low health, explosive, etc.)
Reduced the amount of score earned from Last Stand assist marks. (Being near a friendly as they capture an objective, turn on a fortification, activate a tactical boost)
Reduced the amount of score earned from healing a teammate by 50%.
Mercy Rule
Tuned the mercy rule to begin activating when there are 8 minutes left in a match and there is more than a 7500 points spread. The mercy rule will also now defer triggering if the losing team is currently scoring at a rate equal to or greater than the winning team.
Spawning
To help deter the spawn camp strategy we have added additional spawn points and updated spawn logic so that points outside of a player’s designated home spawn area can be used if there is too much enemy threat.
Game changesTo avoid having to add extra health specific for Last Stand and maintain a 35% armor cap we decided to tune the PVP damage modifier to achieve the desired Time to Kill. This change is going to help the survivability of players in Last Stand and DZ. It will also make playing with your character in and out of Last Stand feel more consistent no matter of if you’re playing normalized or not.
Reduced PvP damage modifier by 21% from 0.58 to 0.46. This applies to both Dark Zone and Last Stand game mode.
We decided to revert the change to Medkit cooldowns as the impact on PvE was deemed too great for the little change it brought to PvP.
Medkits cooldown was reduced back to its initial value of 12 seconds, instead of 15 seconds.
Another very unpopular and inconclusive change was the removal of ability to reload while sprinting. While we believe that this change could be beneficial on paper, the implementation in PTS 2 was not satisfying and the impact on PvE too great for us to keep it in the build.
Players will now be able to Reload while Sprinting.
Finally, an important aspect that has been greatly discussed during PTS 2 is the ability for players to stack Damage Resilience from many sources, to the point where they would become almost invulnerable. We have now taken several steps to limit this, starting with a new cap on All Damage Resilience.
All Damage Resilience has now been capped at 60%.
Weapons
Provident: The last bullet of a magazine deals 10% more damage. (Instead of 60%)
CaduceusWe’ve made a few adjustments to make sure the Caduceus becomes the Skill Power weapon that we want it to be, but also make sure it doesn’t become too strong, especially when multiple copies are used in a group.
Implemented a 0.2 seconds cooldown between each Caduceus Heal proc. In other words, healing effects from multiple Caduceus in a group will no longer stack. A player can only be healed by one Caduceus at a time.
Changed the Unique Talent so that it now heals for 1% of the user’s Skill Power, instead of 1% of the receiver’s health.
MedvedWe corrected an issue with the Medved generating too much Stagger on enemy players.
Reduced Stagger from this weapon’s damage.
TenebraeWe added a cooldown to Tenebrae, to avoid situations where its Talent effect would apply too often.
Its talent now has a 10 seconds cooldown.
HistorianAs seen during PTS 2, Historian quickly became a great weapon for many players due to the current importance of Skill Power. With that said, we also realized that since its damage scaled with Skill Power, we could end up in situations where Skill Power users could have a very high weapon damage, on top of their high skill damage. Instead, we decided to go the opposite route and now scale the Historian damage with Firearms.
The explosive damage will now equal 500% of the user’s firearms.
Gear SetsS.E.E.K.R.Despite the change done to this set in PTS 2, we are still not happy with the current version. We have decided to remove it from this PTS and the 1.6 Update until we can rework it for a later one.Removed S.E.E.K.R. set from the game.ReclaimerIn combination to the Support Station range increase described in the Skill section below, we have reduced the Station range bonus of this set in order to improve the base skill while not making it imbalanced when used with this set.
Set bonus (3): +30% Support Station range. (instead of +50%)
Note that combining this change to the change to Support Station range listed below, you can now reach a total range of 9.75 meters versus 9 meters in PTS 2. Skills balanceBased on your feedback, we noticed that while the idea to reduce Skill Power impact on cooldown was welcome, it wasn’t yet push far enough in order to really promote Skill Haste and help players with low Skill Power.
Skill Power: We further reduced the impact of Skill Power on skill cooldowns. This means that compared to PTS 2, players with lower Skill Power will have slightly shorter cooldowns and player with high skill power will have slightly longer ones. Our goals is to make Skill Haste the go-to stat for cooldown reduction.
We have also decided to take a few steps to address cooldown reduction that could lead to skill spamming. These steps consist of a reduction of Skill Haste, as well as an increase of base cooldown for some specific skills listed below.
Skill Haste cap has been reduced from 60% to 50%.
PulseWe noticed that Pulse could become very powerful with high Skill Power, especially with Crit Chance and Damage bonus applied to the whole group.
Reduced impact of Skill Power on Critical Hit Chance and Critical Hit Damage.
Tactical Scanner:
Critical Hit Chance increased by +20%.
Critical Hit Damage reduced by -11%.
First AidIn order to make sure this skill remains usable for players with low Skill Power, we decided to buff it up a bit. We also looked at the Damage Mitigation bonus of Booster Shot, in a global effort to reduce the impact of Damage Resilience in the game.
Self and Ally Heal increased by 15% on all mods.
Reduced impact of Skill Power on Self and Ally Heal by 20% on all mods.
Booster Shot: Damage Mitigation bonus decreased by 50% from 15% to 7.5%.
Mobile Cover
All mods: Base cooldown increased by 33%.
Seeker mineOne of the obvious issues with PTS 2, Seeker mine quickly became the new Meta due to the efficiency of Cluster. While this is partly due to a wrong balancing of damage mitigation (bullets do less damage so skills feel much more powerful), it was also pointed that the stagger effect was just too much of an extra for this skill.
Cluster:
The stagger effect has been removed.
Reduced the explosion damage from each mine, however increased the bleed damage instead. The total damage is now lower when each mine hits different target and significantly lower when all mines hit the same target.
All mods: Base cooldown increased by 17%.
Smart coverA clear must-have skill in order to stack Damage Resilience. We do like that it brought players back to the cover based gameplay that we want to see, but the bonus is simply too strong and needs to be reduced in order to bring Damage Resilience in line with the new balancing of the game.
Damage Resilience decreased by 33%.
Reduced impact of Skill Power on Damage Resilience.
All mods: Base cooldown increased by 9%.
Sticky BombOne of the regular suggestion that came up to counter the Seeker Mine domination in PvP was to make Sticky Bomb Disruptor instant. This has now been done.
Disruptor: It will now detonate with no delay.
Support StationA very unpopular change with PTS 2 was the reduction of Support Station range. We know that this skill has become a player favorite with this update, which is great, but we also do not want it to become too much of a must have. To address this situation, we decided to increase the range again, but reduce the impact of Reclaimer. We also implemented a limitation to make sure that stacking Support Stations on top of each other would not lead to crazy amounts of heals.
Range increased by 25% from 6 meters to 7.5 meters.
Implemented a 1 second cooldown to Support Station heal procs. In other words, stacking several Support Stations on each other will only heal the player once, and not once per Support Station.
TurretBoth the long range and the very high amount of health made the Turret a too potent proxy-tank, making it possible to clear difficult content using a very passive playstyle. A shorter range and a more reasonable health pool will make the Turret a more balanced tool, where positioning matters more.
Base skill and Active Sensor: Range decreased from 35 meters to 25 meters.
All mods except Shock: Base health reduced by 25%.
All mods: Skill Power impact on health reduced.
LegendaryWhile the overall difficulty of Legendary seems to be just about right, there is one aspect that generated quite a bit of frustration: lack of checkpoints. We agree that dying at the end boss and having to restart from the start can feel very punishing, and we decided to do something about this. We also had a look at consumable drops, especially Medkits.
Added one checkpoint to each Legendary Mission. (About halfway through the mission)
Added more guaranteed consumable drops on specific LMB3 NPCs.
Contamination EventsOften overlooked in this PTS, we have decided to give a little boost to our contamination events in the Dark Zone in order to make them more interesting and less punishing.
Added additional veteran flamers and rushers in all contamination event encounters.
Dropped the contamination drain on player’s health by 2/3.
Loot & VendorsAs a quality of life change, and an answer to a request from the community, we have decided to increase the Phoenix Credit cap.
Phoenix Credits cap has been increased from 2.000 to 5.000.
Bug fixing
Fixed a bug where the “Action Completed” pop up would trigger with each NPC kill.
Fixed a bug in Last Stand where gameplay VO was being deferred and playing long after gameplay actions had been completed.
Fixed a bug in Last Stand where players would sometimes remain invulnerable to damage with their weapons holstered throughout the match.
Several improvements were made to NPC AI.
Fixed a bug with Tactician’s Authority where the buff would be consume when another group member uses a skill.
About Delta errors in Last StandThe Delta issues caused by server crashes that plagued the PTS 2 build have been largely eliminated as of the last server update. Many of these crashes were caused by a side effect of Last Stand’s join on the fly functionality. A fix has been completed and is being dev tested but due to the complexity of the fix, it will not be implemented in PTS 3. For PTS3 all join on the fly functionality is temporarily deactivated. To help us to get the most valuable data out of the Last Stand PTS we ask all players to stay in their match until it concludes and leave during the between match summary/matchmaking screen.

PATCH NOTES
Here is the list of changes deployed during the PTS update of January 27. Note that all comparative values here are related to what was available in PTS 1, and not the live version. We have also updated the Global Patch Notes for better comparison with the live version of the game.
Last Stand
Last Stand is now activated and available to all Season Pass owners.
Last Stand Gear normalization is activated: When entering a match of Last Stand, character stats will be modified in order to bring a more stable balance to player versus player combat.
Gear pieces:
Automatically increase to Gear Score 256.
Main attributes (Firearms, Stamina, Electronics) will be increased to the maximum roll of the existing stat on each equipped piece.
The following bonuses will be uniformly scaled:
Weapon type damage
Skill Power
Health
All other bonuses remain unchanged.
Weapons:
Automatically increase to Gear Score 256.
Base damage is set to the maximum possible for this weapon.
Talents unlock based on the normalized main attributes.
Mods act as normal.
Other stats (RPM, Reload speed, etc) are unchanged.
All players will be set to the same armor mitigation value.
Players talents, Gear Sets bonuses and Weapon Sets bonuses function as normal.
Game changes
It will no longer be possible to reload while sprinting.
Increased Hip-fire penalties: Weapon spread is now wider while stability and recoil are also more impacted.
Dark Zone: Koreatown is no longer classified as a Landmark.
Gear Sets
S.E.E.K.R.
After the first round of PTS testing and community feedback, it became clear that the initial direction with this set was wrong. The proposed mechanic was promoting Hip Firing when we were trying to encourage more interesting gameplay. The overall bonuses provided with the 2 and 3-piece bonus was also too strong.
The proposed changes should rebalance the 2 and 3-piece bonus, and turn this set into more of a skill based long range combat set, particularly interesting for Marksman Rifle users.
Set Bonus (2): +10% All Resistance (instead of +10% Body shot Damage)
Set Bonus (3): +5% Body shot Damage (instead of +30% Critical Hit Damage)
Set Bonus (4): After 2 consecutive shots to the body, the next headshot will have +200% Headshot Damage bonus. (instead of “the next shot is a guaranteed critical hit”)
Banshee’s Shadow
Many of you have been asking for a change to Banshee following the change to DZ rules where non-Rogue players no longer lose DZ XP and funds when dying.
With the proposed change, we want to push the fantasy of the “Rogue Hunter” a bit further by providing a “revenge” type of bonus.
Set Bonus (4):
While Rogue, all ammo is completely refilled every 30 seconds. Damage takent from non-rogue players reduced by 10%. (no change)
While not Rogue, Damage to Rogue players is increased by 10%. This bonus is increased to 20% for 10 minutes after being killed by a rogue. (instead of no DZ experience and funds lost on death)
Tactician’s Authority
To be more in line with the new Skill Haste values, we have increased the Skill Haste bonus of Tactician.
Set Bonus (2): 15% Skill Haste.
Weapons
Hildr & Eir
Obviously, the set bonus provided by these weapons didn’t work correctly as the Hildr could benefit from its own critical damage bonus. This has now been fixed. Valkyria: Each hit with Hildr increases critical hit damage by 1% to a max of 30. The bonus decreases by 1 every second. This bonus only applies to Eir.
Urban MDR
Requested by many, the Urban MDR is finally receiving a damage boost to bring it more on par with other Exotic weapons. The damage boost might seem huge, but we wanted to bring it more on par with Marksman Rifles since it handles similarly.
Base damage increased by 65%.
Distracted: Damage bonus increased to 18%. (instead of 10%)
FAMAS
To make it more unique, we have changed the name of this weapon. We also increase its damage slightly.
FAMAS is now called Bullfrog
Base damage increased by 11.7%.
Midas
We received a lot of feedback on the healing debuff of the Midas and decided to preserve the debuff idea, but with a different angle. Midas: Each bullet you hit with reduces your damage by 1% and your target's damage by 1% to a max of 20%. The effect is reduced by 5% per second.
Showstopper
Requested by many, the showstopper is finally receiving some love with this new PTS build.
Base damage increased by 11%.
Hungry Hog
It became obvious during the PTS that the current instalment of the Glutton talent could lead to ridiculous amount of damage. We have decided to limit the amount of bonus damage that can be received from its talent.
Glutton now provides 10% extra damage per kill and can stack up to 5 times.
Historian
It was reported on the PTS that the explosion sound of the Historian was a bit too loud, and could disturb gameplay significantly.
Explosion sound of the Historian has been lowered.
L86
Base damage increased by 4%.
Damage falloff at range reduced by 40%.
Gear stats
With the last PTS, we removed Armor as a gear bonus and replaced it with Health. While we consider this to be a step in the right direction, we also noticed that the Health bonus was still too strong and that Health remained a Best in Slot choice in many cases.
In order to address that and make other choices just as interesting, we have decided to lower Health bonuses but also implement a new concept: Base Health which is determined by the World Tier you are currently in.
The end result means that players who don’t invest in Health will have more Health than in the last PTS, while players who invest heavily will remain at similar levels. This should make for a more consistent Time to Be Killed.
On top of the already known changes to Toughness and Skill Power, we also had a pass on all Gear bonuses: getting rid of those that were deemed uninteresting, replacing them with more interesting choices as well as making sure that each piece had options available for damage, tanking or support.
(the changes listed below do not include Armor being turned into Health and Health turned into All Resistance)
-bonus is removed
+bonus is added
=bonus remains
Chest
-Damage to Elite
-Damage from Elite
+Skill Haste
+Enemy Armor Damage
=Health
=Health on Kill
=Exotic Damage Resilience
=All Resistance
Backpack
-Skill Haste
-Signature Skill Resource Gain
+Weapon Stability
=Health
=Critical Hit Damage
=Skill Power
Mask
-Damage to Elite
+Enemy Armor Damage
=Critical Hit Chance
=Health on Kill
=Exotic Damage Resilience
=Skill Power
=All Resistance
Gloves
-Damage to Elite
+Enemy Armor Damage
+Skill Haste
=Critical Hit Chance
=Critical Hit Damage
=Health on Kill
=Assault rifle Damage
=LMG Damage
=Marksman rifle Damage
=Shotgun Damage
=SMG Damage
=Pistol Damage
Kneepads
-Damage to Elite
-Damage from Elite
+Enemy Armor Damage
+Skill Power
=Health
=Critical Hit Damage
=Exotic Damage Resilience
=All Resistance
Holster
-Damage from Elite
-Pistol Damage
+Critical Hit Chance
+Reload Speed
=Health
=Skill Haste
Other changes to stats:
Enemy Armor Damage is now a Major bonus and no longer a Minor.
Damage to Elites is now a Minor bonus and no longer a Major.
Damage from Elite values has been halved.
Pistol Damage is doubled on gloves.
Recalibration
With all these changes to Gear stats, here are the details of how existing gear should convert with this update.
It is important to note that “new bonuses” will not all be available on existing gear when recalibrating. Some will be automatically changed, others will be available when recalibrating, and others won't be available at all. A more detailed list will be published later.
If you had a native Armor bonus (not recalibrated), it will be turned into health.
If you had a recalibrated Armor bonus, the recalibration will reset and you will be back to the initial bonus when the item was acquired.
If you had a native Health bonus (not recalibrated), it will be turned into All Resistance.
If you had a recalibrated Health bonus in Kneepads, the Health roll will remain.
If you had a recalibrated Health bonus in Chestpiece and no native armor roll on this piece, the Health roll will remain.
If you had a recalibrated Health bonus in Chestpiece and a native armor roll on this piece, the recalibration will reset as you would otherwise end up with 2 Health bonuses.
If you had a recalibrated Health bonus in any other Gear Piece, the recalibration will reset.
If you had a recalibrated Skill Haste bonus on your backpack, the recalibration will reset
If you had a recalibrated Pistol Damage bonus on your holster, and the holster was acquired after update 1.5, the recalibration will reset
If you had a recalibrated Enemy Armor Damage or Damage to Elite and the item was acquired after update 1.5, the recalibration will reset
All recalibration on Exotic weapons will reset
Unique talents on Exotic weapons cannot be recalibrated
Free talents on Exotic weapons that don’t have a Unique talent (Liberator, Centurion, Eir and Hildr) can be recalibrated
Note that when a recalibration resets, the money spent will be reimbursed, based on the recalibration costs of Update 1.6. Since recalibration now has a cost cap, if the initial recalibration costed more, you will only be reimbursed according to this cap. Note that recalibrations will not be reimbursed on the PTS as recalibrations cost 0.
Skills
After this first PTS, we noticed that Skill Power builds have had a second life and have started to shine. This is a good thing, but it shouldn’t become a new extreme that makes any other kind of build worthless. We will keep monitoring the situation for future PTS updates.
We are also aware that First Aid is considered too weak in its new version, which hurts solo players. We will address the issue if it persists, however, we want to give some more time to the community to adapt to the new meta before doing any changes on the skill.
For the time being, we decided to modify Skill Power’s impact on cooldowns to help players who have low Skill Power, and make more room for Skill Haste as a valuable stat. We also rebalanced a few skills that appeared to be slightly too strong in PTS 1.
Updated the impact of Skill Power on all skills’ cooldowns. The result is that Skill Power will have less of an impact on cooldowns, leading to slightly faster cooldowns for players with low Skill Power and slightly slower ones for players with high Skill Power compared to their cooldowns in PTS 1.
Sticky Bomb Disruptor: Explosion radius increased to 9 meters.
With this very large radius, Dirsuptor becomes a strong counter to skill proxies such as Turrets, Support Stations or Seeker Mines.
Support Station
All mods: Radius decreased from 8 meters to 6 meters.
All mods: Healing rate decreased by 16.7%.
Life Support: Revive time increased from 3 seconds to 5 seconds.
The base stats of the Support Station were a bit too strong, especially in combination with the Reclaimer gear set.
Vendors
We had a quick pass at Vendors costs to take into account the addition of Exotic items.
Exotic items sold at Vendors have had their prices slightly increased.
Gear Set items have been lowered to be equivalent to High End prices.
Legendary Difficulty
Our goal with Legendary Difficulty is to add an activity specially tailored for very optimized players. Thus, we purposely designed it to not be achievable by everyone. With that said, we also want to make sure the experience is fair, and that failing feels deserved or at least understandable.
Slightly decreased accuracy, aiming and weapon spread of NPCs.
Several updates to NPC behavior in Legendary Mode.
Slightly increase NPC damage to compensate for accuracy and aiming changes.
Bug fixes
Fixed a bug where NPCs would often get perfect aim.
Fixed a bug where Hildr was still named Valkyria.
Fixed a bug where Incursions weekly rewards would not correctly contain an Exotic Cache.
Fixed a bug where Exotic weapons would end up with incoherent talent requirements if they had been recalibrated before the update.
Fixed a bug where Skill Haste value was not correctly doubled on Gear Mods.
Fixed a bug where the collision in The Armory landmark did not match the geometry.
Modified some roamer paths in the DZ to reduce amount of AI that can be pulled into engagements.
Player can now fast travel to all DZ gates, including the ones along Central Park Wall.
Fixed a bug where Uncomplicated could be recalibrated.
Fixed a bug where Tactician’s Authority 4-piece buff would be lost after 10 seconds if not consumed by using a skill.
Fixed a bug where the Quickdraw talent on Damascus had attributes requirements.
Fixed a bug where the Glutton talent on Hungry Hog would provide more bonus damage than intended.
Fixed a bug where mods could be unequipped randomly when relogging into the game.
Fixed a bug where Dark Zone leaderboards would not work properly.
Fixed a bug where High End weapons only had 3 talents available when recalibrating instead of 6.

For those who are interested, I'll post up Yannick's Last Stand preamble for the PTS week 2 release.
Figured 8t might be a better read separate from the patch notes.
...
Before beginning these patch notes, we want to take a moment to talk about the reasons behind the main changes coming with this new PTS build.
With the opening of Last Stand, we want to try something that has never been done with PvP in The Division: Normalization. The idea is to reduce the importance of gear building in PvP to leave more room for skilled gameplay. While a player with good and optimized gear will always have an edge, a less geared one should still have a fighting chance to ensure a fairer experience. Note that the Normalization formula listed below is a first version that we want to test on the PTS, and will probably evolve greatly before (if at all) implementation in Update 1.6.
The same goes for changes such as Body shot damage or reload while sprinting. We know that these can be controversial and have been heavily debated already, but we want to test these changes on the PTS and see how they impact your gameplay. This does not mean that they will be implemented in Update 1.6. It will all depend on the results of PTS testing, and your feedback on the resulting experience.
An important thing to note about Health and Armor changes, is that our intention is to move away from a meta where players could stack damage mitigation and face-tank enemies without having to worry about their positioning or using covers. We do want health and survivability to be a thing, but it should not mean that you can run straight to the enemy in the open and not be punished for it. Above all, good survivability should come in conjunction with the ability of positioning and using the environment.
Finally, you will notice that we went as far as having a complete pass on Gear bonuses in this PTS. The purpose is to try to offer more valuable choices for you to pick from when min-maxing your build, and removing the bonuses that were always disregarded as useless. The end goal with these bonuses changes together with the Health and Skill Power changes is to make specializing into different builds more valuable, and make sure that you always have interesting options to push gear optimization one step further no matter if you’re going for DPS, tank, support, or any other kind of gameplay style you are looking for.

So I re-installed the Division yesterday and started a new character. I got to the police station and the game always crashes in the same spot, on the side of the building on your way in. When the game crashes I get the Sierra and Delta codes. I Cannot get past this point, can someone help me figure out what to do? This occurs every time I try and I just wanna play my game. If anyone knows anyone at Ubisoft maybe send the word up? I miss this game desperately.

This is a bit more self referencing than enlightening. However this is what's back from the SOTG.
Also the PTS will start sept 15. and 19.
"Time to kill: With recent updates, the time to kill has increased as the NPCs have gone up in level. While higher levels should bring increased difficulty and effort required to kill an NPC, it’s important that it still feels natural to your character’s progression and that we move away from just changing health and damage when scaling difficulty.
Difficulty scaling: Currently the progression between certain difficulties is too harsh, namely the jump between Hard and Challenging. There should be clear progression steps as you journey from being a fresh level 30 Agent to one with min-maxed gear of the highest gear score possible. To ensure smooth progression and make these steps clear, we need to look at the current scaling and resdesign the system so it feels like a more natural jump in difficulty. It’s also worth noting that the gap between our most “geared” players and those that we would consider to have an average loadout is far too big. This is something that we will need to adjust as well.
Loot Rewards: To continue taking steps to improve the progression systems we need to address the way loot rewards are handled. As a player, you should be able to play at your appropriate difficulty and acquire loot that allows you to progress to higher difficulties. You should also be able to obtain loot by doing the activities you enjoy doing. This isn’t supported very well in the current system and it’s important we address it.
Shooter: As the game has progressed, some of the core shooter elements have diminished. It’s important that you feel the impact of gun handling and that it’s factored in when you are considering which gun to use. We want to bring back and improve upon the importance of gunplay along with the cover based elements so the experience you have while leveling is consistent throughout the entire game."
The public test server.
"the Public Test Server will start on Thursday, September 15th. This will be used to test the infrastructure of the server and ensure its stability. For this, the invites will be limited to PC players who sent in an application to the Elite Task Force, as a token of appreciation for your dedication to the game.
"If you are on PC and didn’t apply to the Elite Task Force and still want to take part don’t worry! We are planning on making the Public Test Server available to all PC players who own a copy of the game on Monday September 19th. There will also be no NDA so you will be free to discuss it with others."
Ubisoft faq for mainly pts.
http://tomclancy-thedivision.ubi.com/game/en-GB/news/detail.aspx?c=tcm:154-266801-16&ct=tcm:148-76770-32

The patch 1.4 and DLCs scheduling.
This content is taken from the ubi site:
"With Update 1.4 in the works, it has become clear with your feedback and our own observations that our priority should now be on improving the core gameplay experience. For this reason, we have made several adjustments to our development schedule: Update 1.4 will be released in October independently from Survival, and will focus entirely on bug fixing, game balancing and other improvements. Survival, the second expansion that was initially planned for release with Update 1.4 is now postponed to a later date this year. The third expansion, Last Stand, will be released in early 2017. This new schedule will not only enable us to strengthen the core experience before adding new content, but also continuously improve it by allowing for more production time to ensure the quality of future updates as well.
This ongoing effort will begin with Update 1.4 where we will address some of the most pressing issues, such as bugs, loot and time to kill and set the foundations for future improvements such as PvP and Dark Zone. We will make sure to keep you informed of our progress in our weekly State of the Game, and share the complete overview of the changes to come in Update 1.4 in a Special Report livestream on September 13th."
http://tomclancy-thedivision.ubi.com/game/en-US/news/152-264585-16/information-about-update-14-survival-and-last-stand